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UNIVERSITÉ DU QUÉBEC À MONTRÉAL MÉTHODES D'APPRENTISSAGE INSPIRÉES DE L'lillMAIN POUR UN TUTEUR COGNITIF ARTIFICIEL MÉMOIRE PRÉSENTÉ COMME EXIGENCE PARTIELLE DE LA MAÎTRISE EN INFORMATIQUE PAR FAGHIHI USEF MARS 2008

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Page 1: Méthodes d'apprentissage inspirées de l'humain pour un ... · 1983, 1988), et (Sloman, A and Chrisley, R., 2003). Toutefois, reconstruire et implémenter des capacités humaines

UNIVERSITÉ DU QUÉBEC À MONTRÉAL

MÉTHODES D'APPRENTISSAGE INSPIRÉES DE L'lillMAIN

POUR UN TUTEUR COGNITIF ARTIFICIEL

MÉMOIRE

PRÉSENTÉ

COMME EXIGENCE PARTIELLE

DE LA MAÎTRISE EN INFORMATIQUE

PAR

FAGHIHI USEF

MARS 2008

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UNIVERSITÉ DU QUÉBEC À MONTRÉAL

HUMAN-LIKE LEARNING METHODS

FOR AN ARTIFICIAL COGNITIVE TUTOR

MÉMOIRE

PRÉSENTÉ

COMME EXIGENCE PARTIELLE

DE LA MAÎTRISE EN INFORMATIQUE

PAR

FAGHIHI USEF

MARS 2008

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UNIVERSITÉ DU QUÉBEC À MONTRÉAL Service des bibliothèques

Avertissement

La diffusion de ce mémoire se fait dans le respect des droits de son auteur, qui a signé le formulaire Autorisation de reproduire et de diffuser un travail de recherche de cycles supérieurs (SDU-522 - Rév.01-2006). Cette autorisation stipule que "conformément à l'article 11 du Règlement no 8 des études de cycles supérieurs, [l'auteur] concède à l'Université du Qùébec à Montréal une licence non exclusive d'utilisation et de publication de la totalité ou d'une partie importante de [son] travail de recherche pour des fins pédagogiques et non commerciales. Plus précisément, [l'auteur] autorise l'Université du Québec à Montréal à reproduire, diffuser, prêter, distribuer ou vendre des copies de [son] travail de recherche à des fins non commerciales sur quelque support que ce soit, y compris l'Internet. Cette licence et cette autorisation n'entraînent pas une renonciation de [la] part [de l'auteur] à [ses] droits moraux ni à [ses] droits de propriété intellectuelle. Sauf entente contraire, [l'auteur] conserve la liberté de diffuser et de commercialiser ou non ce travail dont [il] possède un exemplaire.»

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l dedicate this research to Dr. Jean-Yves Housset and my parents.

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ACKNOWLEDGMENTS AND SPECIAL THANKS

1 wish gratefully thanks to Professor Roger Nkambou who gave me an enormous sustain to my project.

Special thanks to Dr. Daniel Dubois, CTS creator and a brilliant collaborator. l want to thank him for his patients in our discussions and ail helps that he gave me to realize this project.

Special thanks to the other members of our lab who also offered me their aids, and helped me in coding phases. Mohamed Gaha, Philippe Fournier-Viger, Patrick Homeyer, thank you!

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CONTENTS

LIST OF FIGURES viii

LIST OF TABLES x

ABSTRACT xi RÉSUMÉ xii CHAPTER l 1 1. Introduction l

1.1 Training the astronauts: our application platform 3

1.2 Problem statement 7

1.3 Objective 8

1.4 Methodology 9

1.5 Document layout 10

CHAPTER II 11 STATE OF THE ART 11 2. Introduction 11

2.1 What is the generic notion of consciousness? 11

2.2 Baars' ModeJ 14

2.3 What is learning? 16

2.4 Machine learning 17

2.4.1 Supervised learning 17

2.4.2 Unsupervised learning 17

2.4.4 Reinforcement learning 19

2.4.5 Case-based reasoning 20

2.5 BD! agents 24

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VI

2.6 Architecture of cognitive agent 27

2.6.1 Design principles for cognitive 28

2.6.2 High-Ievel Architectures for Cognitive Agents 30

CHAPTER llI. 32

BRIEF DISCUSSION ABOUT LlDA 32 3.LlDA: IDA endowed with learning mechanisms 33

3.1 Cognitive Cycle in LillA: 36

3.2 Perceptual Learning in LIDA: 39

3.3 Episodic Learning in LIDA: 39

3.4 Procedural Learning in LIDA: 40

3.5 CUITent problems or shortcomings in LillA: 41

CHAPTER IV 43

OUR SOLUTION: INTEGRATING LEARNING CAPABILITIES IN CTS 43 4. Introduction 43

4.1 Brief introduction to crs cognitive cycle......................................... .43

4.2 Adding Strengths between Codelets 45

4.3 Access Consciousness 46

4.4 Procedural network (PN) 47

4.5 Adding Strengths into Procedural Network 48

4.6 CTS Learning facets 49

4.7 Learning of Environmental Regularities 51

4.8 Implementation phase: 54

4.9 Forgetting mechanism 62

4.10 Procedurallearning in CTS 68

4.11 Implicit procedurallearning in CTS 69

4.12 First-Level Learning: Learning Through Experience 70

4.12.1 Second-Leve! Learning: Partial Automatization 72

4.12.2 Third-Level implicit procedural Learning: Lowering Further Consciousness Involvement (under design) 73

4.13 Causal Learning (Underway) 75

CHAPTER V 80

COMPARISON WITH OnIER WORKS 80 5.1 Comparison with LillA architecture SO

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Vl1

5.2 Comparison with BOl architecture 82

5.3 Comparison wirh ACT-R 83

5.4 Comparison with CLARION 87

5.5 Comparison between different architectures 91

CHAPITRE VI 92 CONCLUSION 92 BlBLIOGRAPHY 94

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LIST OF FIGURES

Figure 1.1 Robotic arm installed on the International Space Station (Courtesy of NASA) 3

Figure 1.2 Chiao handling the Canadian Arm (Courtesy of NASA) .4

Figure 1.3 A screenshot of the simulator showing a plotted pa th inred 6

Figure 2.1 Global Workspace Barrs' Model. 15

Figure 2.2 Cognitive cycle ofBDI architecture. (D'Inverno, M., and Kinny, D., 1997) 26

Figure 2.3 Source: Encyclopedia Universalis, 2001.. 27

Figure 2.4 Cognitive agent architecture (Franklin, S., 2002) 30

Figure 3.1 Human Memory Systems (Franklin, S., et al., 2003) 34

Figure 3.2 LIDA's cognitive cycle (Franklin,S., 2006) 36

Figure 3.3 Associations between Autobiographical and Causal Memories .42

Figure 4.1 Cognitive cycle in crS .45

Figure 4.2 Strengths between Codelets .46

Figure 4.3 Example of a simple structure in the BN 47

Figure 4.4 Strength between state and other nodes in PN 48

Figure 4.5 CTS Consciousness Viewer. 55

Figure 4.6 Learned information in Working Memory 56

Figure 4.7 Links Reinforcement and Making New Relation between Codelets 56

Figure 4.8 Links Strength between two codelets for two different cognitive cycles 59

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IX

Figure 4.9 Learning rate leading Lo a sigrnoidal curve reinForcement of the link between two information codelets 62

Figure 4.10 ForgeLting Scenarios in CTS 63

Figure 4.11 StrengLhs between codelets in forgeLting scenario 65

Figure 4.12 Learning and forgetting between code lets in CTS 66

Figure 4.13 Part of CTS' behavior network concerned with offering support 68

Figure 4.14 Two modes of implicit procedural reinforcement learning for CTS 7Ü.

Figure 4.15 Learning and forgetting between beha viol' nodes in CTS Behavior Network.....72

Figure 4.16 CTS Causal Learning Mechanism. 78

Figure 5.1 ACT-R 5.0 Architecture 85

Figure 5.2 CLARION architecture (Anderson 2004) 89

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LIST OF TABLES

Table 4.1 Strength values between Codelet-Info-Event-*, Codelet-Info-Evenl-Timestamp-*

page 65

Table 5.1 Comparison between LillA and CTS , 80

Table 5.2 Comparison between LillA, ACT-R, CLARION and CTS 104

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RÉSUMÉ

Les systèmes tuteurs intelligents sont considérés comme un remarquable concentré

de technologies qui permettent un processus d'apprentissage. Ces systèmes sont capables de

jouer le rôle d'assistants voire même de tuteur humain. Afin d'y arriver, ces systèmes ont

besoin de maintenir et d'utiliser une représentation interne de l'environnement. Ainsi, ils

peuvent tenir compte des évènements passés et présents ainsi que de certains aspects

socioculturels. Parallèlement à l'évolution dynamique de l'environnement, un agent STr doit

évoluer en modifiant ses structures et en ajoutant de nouveaux phénomènes. Cette

importante capacité d'adaptation est observée dans le cas de tuteurs humains. Les humains

sont capables de gérer toutes ces complexités à l'aide de j'attention et du mécanisme de

conscience (Baars B. J., 1983, 1988), et (Sloman, A and Chrisley, R., 2003).

Toutefois, reconstruire et implémenter des capacités humaines dans un agent artificiel est Join

des possibilités actueJles de la connaissance de même que des machines les plus

sophistiquées. Pour réaliser un comportement humanoïde dans une machine, ou simplement

pour mieux comprendre l'adaptabilité et la souplesse humaine, nous avons à développer un

mécanisme d'apprentissage proche de celui de l'homme. Ce présent travail décrit quelques

concepts d'apprentissage fondamentaux implémentés dans un agent cognitif autonome,

nommé CTS (Conscious Tutoring System) développé dans le GDAC (Dubois, D., 2007).

Nous proposons un modèle qui étend un apprentissage conscient et inconscient afin

d'accroître J'autonomie de l'agent dans un environnement changeant ainsi que d'améliorer sa

finesse.

Les Mots Clé: Apprentissage, conscience, agent cognitif, codelet

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ABSTRACT

Intelligent tutoring systems (lTS) are considered as a remarkable possibility of

technology, enhanced learning which are used as assistant and even as an alternative to the

human tutors. To accomplish this mission they need to maintain and use a representation of

their environment that may include places, sLlITounding agents (artificial and human), and

their actions. They can therefore take into account past and present events, and even be

driven by social concerns. Since dynamic environments evolve, an ITS agent must li.kewise

evolve to accommodate structural modifications in the environ ment and the addition of new

phenomena. These iJ!lportant capacities of adaptation are observed in professional human

tutors. Human being is capable to manage al! mentioned compJexities by the heJp of allen/ion

and cOl1sciousness mechanism (Baars B. 1., 1983, 1988), and (Sloman, A and Chrisley, R.,

2003).

However, reconstructing and implementing human capabilities in an artificial agent

is far from the actual human knowledge and most sophisticated computers capacities. To

achieve human-like behaviour and adaptation in machines, or simply to better understand

human adaptability, we have to design human-inspired learning mechanisms. This work

describes some fundamental Jearning mechanisms implemented in a cognitive autonomous

agent, CTS (Conscious Tutoring System) developed in GDAC laboratory. (Dubois, D., 2007)

We propose a modeJ that sustains "conscious" and "unconscious" learning as a means to

increase the agent's autonomy in a changing cnvironment, and a way to improve its fitness.

Keywords: Learning, consciousness, Global Workspace theory, cognitive agent, codelet.

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CHAPTER l

1. Introduction

Intelligent tutoring systems (lTS) have been used in education about since the late

1970s. Theil' goal is to making customized lessons or giving feedback to the learner without

human involvement. In fact, ITS might maintain a separate, individual profile of each learner

in order ta adapt the learning session to the needs, preferences and to their eurrent

performance of the learner. Thereon, domain model (expert), learner model, tutor model and

Educational Psychology (ED) represent the essential subsystems of ITS systems. Therefore,

design and produce ITS systems needs meticulous caution in terms of knowledge description

and possible behaviors of experts, learner and tutors to help the learner build its own

knowledge in a given domain.

As information services and domains grow, domain knowledge (aIl information and

elements of a particular domain) and reasoning mechanisms became more complicated.

However, it is hard to customize and ineorporate the new domains to the existing domain

knowledge by a system. To challenge with this problem, Newell (Newell, A., 1990) proposed

a reoriented research on modeling in psychology which capable to unify ail domains. A

unification of different models may use cognitive architecture.

Traditional robotics design was centered on having robots carry out specifie tasks.

Cognitive robotics adds reasoning, deeision making and the ability to cany out certain

additional tasks when compared to traditional robotics. A cognitive agent requires a central

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2

management organization "mini" that includes the roboCs sensory system, perception,

memories, attention, Learning, action selection and effecters.

The central management organization is in charge of the overall task assigned to the agent.

Cognitive agents maintain and use a representation of their environment that may include

places, surrounding agents (artificial and human), and their actions. They can therefore take

into account past and present events, and even be driven by social concerns. Since dynarnic

environments evolve, a cognitive agent must Iikewise evolve to accommodate structural

modifications in the environment and the addition of new phenomena. To achieve human-like

behaviour and adaptation in machines, or simply to better understand human adaptability, we

have to design human-inspired learning mechanisms.

Our interest in this research is to add learning capabilities ta crs, a generic cognitive

agent whose architecture is based on functional "cansciausness" mechanisms (Baars, B. J.,

1988). We aim to explain sorne fundamental learning methods realized in a cognitive self­

governing agent, CTS. In doing so, our solution is integrated within an example ITS which

aims at supporting astronauts training to use a robotic arm.

Mind (Wikipedia): Refers to the collective aspects of intellect and consciousness which appear in certain combination of thought, perception, emotion, will and imagination. 1

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3

1.1 Training the astronallts: our application platform

A robotic arm was installed on the International Space Station on April 23,

2001(Figure 1.1), during the STS-100 rrtission. This robotic arm, Canadarm2, was developed

by the Canadian Space Agency and is a crucial element in assembling the station. Not only is

it used to transport large loads (e.g. new modules), astronauts also use it as a mobile platform

wheri they are working outside the station. The Arm can travel "across" the space station

using the Mobile Based System2, and from one end to the other by attaching the free end of

Canadarm to the next available tether.

The Arm's movement can be observed by looking at the three LCD monitors of the

Robotic WorkStation (RWS). The RWS has two sets of direction controls: a rotational hand

controller and a translational hand controller. In addition, workstations are equipped with a

control panel and a laptop computer.

,100i11' "lilrvic r B !ir.' Sy:l or ..

R mot 1a ipula!1J1

Sys B

Figure 1.1 Robotic arm installed on the International Space Station

Source : hnp://www.nasa.gov/mission_pages/station/structure/elements/mss.htm1

2 A work platform that moving along rails covering Ihe "width" of the space station. the Mobile Base System, or MSS, provides laierai mobility for Canadarm2 as il traverses the main truss. Il was added to the station during STS·III (assembly tlighl UF·2) in June 2002

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4

Manipulating the robotic arm is a difficult task, which requires astronauts to undergo a

serious amount of training. The seven degrees of freedom of the arm is the first difficulty to

overcome, as it considerably increases the number of possible operations. The second

difficulty is sight limitation. It is impossible to have an overall view of the station; therefore,

the astronaut can only see the arm through a "steady climb" camera installed on the station

and on the Arm. Furthermore, the astronaut must choose among these cameras because there

are only three screens. Figure 1.2 shows an astronaut manipulating the Arm and the three

screens of Canadarm's workstation aboard the space station.

Figure 1.2 Chiao handling the Canadian Arm (Courtesy of NASA)

The astronaut must avoid moving the Arm in a way that might block it or produce a

collision with the space station. Blocking is referred to as a singularity and constitutes a

technical probJem which the astronaut must consider when manipulating the Arm. Beyond

the main task of manipulation cornes selecting the right cameras. In addition of choosing the

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5

best views, the astronaut must readjust the cameras throughout the displacement (or

movement). Our laboratory, in co-operation with the agency, developed a tutorial system,

which will alJow astronauts to self-Ieam without human supervision. Professor Nkambou

(Nkambou, R., et al., 2006), developed an Intelligent Training Robotic Simulator for the

space station which uses an Innovati ve Path-Planner. The simulator makes it possible for the

user to test Canadarm in a virtual rnicro-environment and to complete exercises assigned by

the tutor. The role of the planner is to find a path from a given situation permitting to move

Canadarm to the assigned destination. Astronauts are therefore provided with various

contexts in which they can manipulate the Arm. The simulator executes on a standard

microcomputer. Figure 1.3, shows the interface of the simulator, which reproduce the three

screens that are available to the astronaut. On each screen, the astronaut can select a camera

which will post images. In addition, each screen makes it possible to manipulate the viewing

angles of the cameras. The interface obviously makes it possible to manipulate the arm. This

is done by first selecting the joint of the arm which the astronaut wishes to move and then by

swinging the angle of the joint being manipulated by using arrows of the computer keyboard.

Such handling changes the state of the micro-environment. The effects can be viewed on the

three screens.

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6

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Figure 1.3 A screenshot of the simulator showing a plotted path in red (Nkambou, R., et al., 2006)

The astronaut can get a better understanding of what he has accomplished, and of the

Arm' s position, by viewing the additional information that is posted. For example, in figure

1.3. a yellow sign at the top of the middle screen indicates that there is a risk of collision. As

we can see at the bottom right of the manipulations list, joint WY is approaching the

JEMELMOI module. The virtual non-cognitive tutor integrated with the simulator thereby

provides guidance in manipulating Canadarm2. It also helps when it traces a possible path ta

reach the desired final position for Canadarm2. Roman Tutor can provide a set of exercises

which astronauts can select and use for practice.

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1.2 Problem statement

Developing a human-like learning system with the intent of promoting knowledge to

an individual is an extremely delicate problem. In our case, CTS will help astronauts to learn

the manipulation of Canadarm2 in a more interactive and humanly tutoring. To do so, the

agent considers a multitude of aspects: current virtual mjcro-world state (position and

configuration of Canadarm2), potential dangers, qua lity of learner's actions, Jearner' s

preferences, learning objectives, and so on. Furthermore, the system must take into account

the vi l'tuai world technical constraints and multi-media as weil as the psychological and

cultural aspects brought about by the transmission of knowledge to humans. In human beings,

consciousness and attention mechanisms help manage these complexities. Such mechanisms

make humans aware about the real world situation, and permit them to analyze it, to correctly

resolve unexpected probJems and adapt weil to the unpredictable situations. That is why we

considered a "conscious" architecture for our tutorial system.

CTS' is a "conscious" agent, but consciousness without learning, limits the applicability of

the architecture. Some human-like learning mechanisms that crs can be endowed with to

perform more accurately are:

• Learning of Environmental Regularities: Producing algorithms which help

CTS adapt to its environment rather than having a simple input-output

procedure. CTS can analyze its perceptions and information that appears in

its working memory; it is also capable of reviewing these concepts.

• Episodic learning: Producing algorithms which give the agent the capability

of remembering and analyzing the past (events trac king) to extract relevant

knowledge. It is interested in the when, where and why of an event.

• Procedural learning: An attempt to improve the astronaut's abilities during

navigation in the virtual environ ment. Using the training algorithms, CTS

analyzes the astronaut's mistakes and selects an exercise to help him correct

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8

them. CTS must be capable of reviewing previous errors (exercises that

ended dangerously such as space collisions, poor manipulations, and so on).

We therefore can visualize that a "conscious and learning" architecture is a crucial base for

a truly intelligent tutoring system. Such an agent shows behaviors that more closely parallels

that of humans. ln most cases, it should therefore be easier for the learner to interact with this

agent. Consequently, it is easy to imagine that our architecture could be used for the

development of another tutoring system.

1.3 Objective

This project clearly plans to establish learning algorithms for cognitive intelligent

agents which directly interact with virtual and human environments. This elaborate work

aims essentially at expanding Franklin's (Baars, B. J., 1988, 1997; Franklin, S., 2003), agent

IDA (Intelligent Distribution Agent), to produce some fundamental learning methods in an

artificial tutoring agent endowed with many mechanisms reproducing human consciousness

and learning. IDA learns only consciously, but psychological experiments (cited in

Faghihi,U,. et al., 2007) suggest that the human being is capable of learning consciously and

unconsciously. Humans may learn in many ways: by looking at something (perceptual

learning), by doing a task (procedural learning) by 1iving in or remembering an episode

(episodic learning) and so on. Ali learning mechanisms could happen consciously and

unconsciously (in parai leI) in a human being.

In other words, our hope is to define and validate learning meèhanisms inspired by

human cogni tion as known by psychologicaJ experimentations and philosophical theories.

Rather than attempting to build and provide a predetermined encyclopedic knowledge for the

agent, we expressly hope to permit CTS to learn the important rules and concepts that are

missing in its repertory.

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9

lA Methodology

In order to achieve our goals, we initially chose an existing "conscious" architecture.

After evaluating several architectures, we decided to base our work on the Learning

Intelligent Distribution Agent (LIDA) architecture, developed by Stan Franklin at the

University of Memphis. Our reason was that LIDA is a proven, universal and complete agent

architecture. LIDA design and construction are based upon IDA with several forms of

learning (Franklin, S., 2005). IDA was designed for US Navy personnel work (McCauley, L.,

and Franklin, S., 2002). IDA modules comprise:

"Perception (Zhang, 2., et al,. 1998), numerous types ofmemory (Anwar, A and

Franklin, S., 2003; Franklin, 5., et al., 2005), consciousness (Bogner, M., et al., 2000),

action selection (Negatu, A., and Franklin, 5., 2002), constraint satisfaction (Kelemen,

A., et al., 2002), deliberation and volition (Franklin, S,. 2000). Ali IDA modules are

based on new AI theories (Hofstadter, D. R., and Mitchell, M., 1994; Jackson, 1. V.,

1987; Kanerva, P., 1988; Drescher, G. L., 1991; Maes, P., 1989)."

CTS' is a replication of IDA in a very different context: human learning.

In this sense, my final goal in this study is to extend CTS with learning capabilities in order

to improve its performance. The following steps explain my work:

• Clarification of the generic notion of consciousness and logically related concepts.

• Illustration of conscious architectures and agents, in order to find pattems of how

Consciousness cou Id help an agent to learn.

• Identification and implementation of two fundamental types of learning (ail happening

consciously/unconsciously) to enrich crs knowledge and behaviours:

a) Learning of Environmental Regularities;

b) Procedurallearning and creativity;

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Our central focus in this scientific research is on the basic principJes of Perceptual and

procedural learning algorithms. This portion of our work focused on the learning of the

relevant concepts in the environment of the agent and the automation of complex gestures.

1.5 Document layout

First of ail, 1 present an overview of the notion of consciousness and Baars' theory

about consciousness upon which crs' architecture is based on.

Chapter 2 presents a range of definition, architecture of agents and related domains,

conscious architectures and intelligent tutorial systems.

Chapter 3 covers LIDA architecture in depth, allowing the reader to understand its

functionalities.

Chapter 4 presents CTS, our "conscious" tutoring agent's architecture and sorne

fundamental learning mechanisms implemented in this agent. This chapter forms the core of

this document.

Chapter 5 gives a comparison between CTS (with its Jearning capabilities) and other

popuJar agent architecture, as LIDA, BD!, CLARION and ACT-R.

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CHAPTER II

STATE OF THE ART

2. Introduction

As with any other research project, we had a starting point, a multitude of connected works.

Sorne of the most important aspects will be covered in this chapter. In order to assist the

reader in better understanding the qualities of our architecture, the first section explains what

the consciousness is. Then, Baars' theory of the consciousness will be cJarified, the overall

theory upon which our architecture is based on. We will then provide an overview of learning

and of machine learning and its major theories before tuming to the general meaning and

architectures of agents and, its related topies which are the intelligent agents and their

architectures. LIDA (Franklin, S., et al., 1996-2007) architecture (developed by Stan

Frankl in's team at the University of Memphis), will be covered in the final section.

2.1 What is the generic notion of consciousness?

There are a lot of definitions offered about the concept of consciousness by philosophers and

well informed experts which after reading and comparing them got me confused. My

significant concern in this work is not to argue the validity of consciousness, to differentiate

its characteristic, or even to find the existence of consciousness. 1 use it in a software agent

for the different kind of learning, because without consciousness, most learning is impossible,

at least in natural agents. 1 merely plan to show its efficacy for an artificial agent, and how it

could help different learning mechanisms in crs (Dubois, D., 2007) or any generic artificial

agent.

Latest researches in cognitive sciences offer new theories, propose a wealthier, deeper sight

of consciousness and its usefulness. 1 start by a popular example to explain the meaning of

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consciousness (after a car accident within one hour he had lost consciousness). A brief

definition about Consciousness could be explained as follow:

"Consciousness is regarded to comprise qualities such as subjectivity, self­awareness, sentience, sapience, and the ability to perceive the reLationship between oneself and one's environment. It is a subject of much research in philosophy of mind, psychology, neuroscience, and cognitive science. Some philosophers divide consciousness into phenomenal consciousness, which is subjective experience itseif, and access consciousness, which refers to the universal availability of information to processing systems in the brain. Phenomenal consciousness is astate with qualia. Phenomenal consciousness is being something and access consciousness is being conscious of something. " [Wikipedia}

AI suggests that a simulation of consciousness can be generated in an artificial being built to

resemble human cognition. Accordingly, computational mechanisms can provide an agent the

majority of the same advantages that human being gifted with.

Franklin (in Franklin, S., et al., 2006) suggested consciousness definition as:

"Conscious cognition is implemented computationally by way of a broadcast of

contents from a global workspace, which receives input from the senses and from

memory (Baars, B. 1. 1988; Franklin, S. Baars, B. J., Rama-murthy, u., & Ventura,

M., 2005; Franklin, S., 2003)."

According to this definition to explain how consciousness helps learning, r give a concrete

example that Dubois (in Dubois, D., 2007) offered in his thesis about a computer

implementation of consciousness mechanisms. r use and change it to explain how learning

methods could be integrated to the example. The CPU (the central processor unit) could be

considered as the conscious part of a computer which processes ail information comjng from

different parts of the system. This information could be sorne result from queries to a

database, sorne mathematical computations and so on. Then the CPU causes sorne procedures

(unconscious processes) to set-off in the computer, which prepare and return results to sorne

active memory. There, the information becornes available for a new round of conscious

(aware) processing by the Cpu. The result of the unconscious processes, for instance

answering the query to the database, came back to consciousness (to the attention of the

CPU). These active processes may be repeated many times, thus the system should leam

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13

them, automate ("compile") them, even remember the answers in instances of stable data.

Next time, the same query, does not need to be recalculated by the cru, or at least not go

through ail the steps and cycles through the Cru. In this example ail requests and responses

might pass by cru, the conscious part of the system which relates ail information and gives

them to the learning memories for learning. Although learning in CUITent computer

architectures is possible without consciousness mechanism (in my example, without

intervention from the CrU), l stress here that we are dutifully explaining a human inspired

architecture which mandatory must imitate human beings behavior. In fact withou t

consciousness or cognitive mechanisms, a model may become a simple equation and its

evaluation becomes a mathematical or numeric equation.

There are many methods to explain and recreate consciousness; 1 refer reader ta

Dubois' thesis (Dubois, D., 2007). However, 1 need to explain a specifie, detailed model of

consciousness that CTS consciousness mechanism is based upon: Baars' Global Workspace

theory.

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2.2 Baars' Model

Baars' model is not an imitation of eonsciousness, but rather a "rigorous seientific

theory of eonsciousness" (Baars, B. J., 1988). It is a psychological theory. Our explanation is

intended to allow readers to gain a better understanding of the architecture proposed and

implemented by Franklin in IDA (and LillA, its successor). l emphasize that my goal at this

point is to synthesize Baars' model rather than to explain it in details or to bring a new idea

about consciousness. On the other hand, we will give a metaphoric and broad view of this

theory. To describe his theory, Baars uses the theatre as a metaphor.The central element of

this metaphor is "the stage of working memory". The seene represents the working memory

and the size of the scene is quite limited. ln Baars' model (Baars, B. J., 1988), a large number

of codelet3 process unconscious treatments and the global workspace synchronizes and

manages their activities by broadcasting their results throughout the system in order to obtain

a proper conscious experience (figure 2.1).

~pecialist

proc<.::ssors

Figure 2.1 Global Workspace Barrs' Model

The scene contents are unconscious. What of it becomes conscious is what comes into

the spotlight of attention, which walks through the scene. Describing the conscious part of

3 (Hofstadter, D. R., Mitchell, M., 1994), "a small piece of code executing as an independent thread that is specialized for sorne relatively simple task" (Negatu, A., et al2üü6).

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working memory, Baars wrote: "The thealre has a powerful spotlight of attention. and only

events in the bright spot on stage are strictly conscious." The actors performing on the scene

compete to attract the public's attention. To illustrate the competition for consciousness on

the scene, Baars' includes in his metaphorical work an example of perception. The eyes

collect detected objects (when they reflect the light that is radiated towards them). It is

evidenl that recognition is very difficult or impossible when there is insufficient light. In such

context, the risk of obtaining invalid information for a given context is high. The context can

include conceptual assumptions that guide our conscious thoughts and the interpretation

process, even if the assumptions themselves never become conscious. An important element

of the unconscious context is the director, representing the whole of the executive functions.

The director knows the current goals of the system, and he guides the attention in working

memory (and the audience's attention) according to these goals.

Finally, there is the audience, representing the unconscious processes observed in the

scene and which react to events .. The audience carries out most of cognitive work,

unconsciously and with distributed mechanism; only the result of this work goes up on the

scene to (potentially) become conscious. The structure of these actors might be quite

complex; together, they create a multimodal event composed by millions of neurons, or

simple (i.e. a neuron). The work of Baars is broader than this simple metaphor as he recalls

scientific results which support his theory and draws upon the implications of his hypothesis.

In the next chapters l will explain how CTS could constantly learn by its needs (in fact

by its attention requirements). Each time unconscious processes are chosen by attention and

arrive at the consciolls level, learning mechanisms start examining this information. Learning

begins with a past experience (an event) or a new event.

In the next part of this chapter, l wOlild like to describe the generic concept of learning

and some different type of machine learning methods.

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2.3 What is learning?

In 1885, Hermann Ebbinghaus described organized measurement of memory in terms

of accuracy, development and capacity, as weil as the impact of repetition on memory

development. Actually, Iearning begins when an activity (for example: an action, observation,

imitation, etc) Ieads the subject to interact with an external event. Then it could be:

The process of gaining knowledge or skill and any change in memory (the

knowledge that is stored in memory).

• The consistent remembering of an event or task.

• Understanding that we have to change our behavior through expenence or

conditions.

Any stable modification ln human thinking or behavior by repeating certain

exercises.

Reviewing previous experiences and trying to remember corresponding

knowledge.

At the same time learning may be influenced by some other criteria as:

Repetition: With repeated patterns of behavior, we are capable of predicting

sorne features (learning the regularities).

• Importance: It is very important to remember the essence of each task that we

execute.

• Order/timing: Trying to remember the when and where or causes of each event

(Episodic and causal learning).

• Reinforcement: Iearning becomes stronger or weaker with reward or punishment

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Since, l originally aim to implement different (supervised and unsupervised) kind of

learning into a conscious agent; it is helpful to have a brief overview to the various types of

machine learning in the next part.

2.4 Machine learning

Machine learning is a branch of artificial intelligent that focuses on algorithms and

techniques that gives computers reasoning and learning capabilities.

Sorne types of algorithrns that are organized into taxonomy:

2.4.1 Supervised learning

Supervised learning is a machine learning method for producing a function from

exemplar data. The exemplar data contain pairs of input and desired outputs. As a matter of

fact, machine inputs and outputs are normally present in supervised learning. The inputs can

be the vectors, and the task of machine might be to predict or adjust inputs to desire outputs.

Nonetheless, machines must be capable of predicting unforeseen inputs and outputs. One

example of supervised learning is "backpropagation". However, to offer a correct answer for

a given problem one needs to consider the following:

a) The type of exemplar data's,

b) Choosing cautiously exemplar data's as weil as desired output for each input,

c) Choosing an apt learning algorithm for the problem at hand.

2.4.2 Unsupervised learning

In this learning, the training data are given to the system just as inputs, and the

machine learns the correlations between these data on its own. ln fact, the system has no a

priori idea about outputs. On the other hand, in unsupervised learning, system gathers input

data in order to use them as random variables. Unsupervised leaming might be used with

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Bayesian inference4 to produce conditional probabilities. The difference between supervised

and unsupervised learning is that in an unsupervised machine learning there are no input­

output examples of the training data as is the case in supervised learning. The machine

accepts the inputs and then attempts to adjust and translate them into a desired output on its

own, without referring to the viewed? or previous examples. This Jearning is used for

classification, pattern recognition, among others.

~ Hebbian Learning:

Another poputar methodology for unsupervised learning is Hebbian Learning (Hebb,

D. O., 1949). In this kind of learning we give just input to the system and system learns how

to cOlTelate between data's and produce outputs (URU).

" Let us assume that the persistence or repetition of a reverberatory activity (or "trace")

tends to induce lasting cellular changes that add to ifs stability.... When an axon of cell A is

near enough to excite a cell Band repeatedly or persistently takes part in firing it, sorne

growth process or metabolic change takes place in one or both cells such that A 's efficiency,

as one of the cells firing B, is increased "

The raie could be explained mathematicaIly by next formula:

Cl is the learning rate. Ergo, when an input set off an output, system might update the

connection between two simultaneously active neurons which we will use this method in

CTS for learning aims lat~r on.

~ Anti-Hebbian Novelty Filtering:

4 Bayesian inference (Wikipedia): We use evidence or observation to infer the probability that the hypothesis may be true.

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Hebbian network work properly when system receives input pattern then it set off a

well-built answer. However, the answer is weak when we introduce new pattern to the

system. "anti-Hebbian" learning could be produced by alpha constant negation. Sorne

operational applications of those are:

"computer security (intrusion detection, network monitoring), machine supervision

(breakdown detection), stock market supervision (detecting impeding crashes or trade

irregularities), fraud detection and bio-monitoring, to name afew" (URLl).

The difference between Hebbian and anti-Hebbian learning models could be

explained by the fact that the Hebbian models focuses on elements corn mon to ail the input

patterns (i.e. features). However, the anti-Hebbian model focuses on each component

attribute to entity patterns rather than their cornillon features.

2.4.3 Semi-supervised learning

Semi-supervised learning is a combination of supervised and unsupervised learning.

For example, it could be "co-training", that training strategy uses different and independent

collections of examples for each learner during a course.

2.4.4 Reinforcement learning

A discussion in reinforcement learning refers to the agent who is free to explore and

react to a situation within its environment, and subsequently is able to receive positive or

negative reinforcement. According to the answers (true or false) it gives to the environment,

the agent will receive positive or negative reinforcement. In this method, environment could

be considered as a finite-state in the Markov decision process (MDP). Probabilistic theory

could be used in reinforcement learning to anticipate the agent's subsequent answer in MDP,

to gives reward to the positive or punishment to the negative answers. A set of environments

and a set of actions to be ta ken are present in this type oflearning. A set of scalar rewards is

provided each time the agent makes the best decision within its environment.

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2.4.5 Case-based reasoning

Case-based reasoning (CBR) is a recent methodology came up to help the problem

solving and learning. Cognitive psychological scientists believe that human being lises past

experiences to solve the new problems (Aamodt, A and Plaza, E., 1994). Accordingly human

uses various types of knowledge, or use a combination of various types of reasoning methods

as weil as representations to solve a problem and learn it. Then CBR might be capable to

basically consolidate general types of knowledge in various forms. As a matter of fact, when

we challenge with a new problem, we try to solve it by finding a similar past situation, and

reusing its related information. CBR does not concentrate only on generalization between

problems and conclusions. Actually, it tries to solve the problem by finding a similar past

case, and reusing its relevant information facing withjn the new case. Briefly, CBR tries to

find solutions about, how to utilize specific knowledge about past experiences, and then solve

the new problem. It also concerns the ways in which systems can learn incrementally. As a

concrete example we can talk about a physician which is diagnosing a patient. During

diagnosis and treatment phase, he tries to remember and re-use the past similar symptoms

treatments for the CUITent case. In fact, Case-based reasoning looked upon as an extension of

machine learning and its current challenge is finding the general reasoning techniques which

could improve machine learning models. CBR second important task is offering various

solutions for extracting pertinent knowledge from the skills; incorpora te them as a case to the

current knowledge composition and indexing relevant information. Then in this method, each

time a problem is effectively solved, the know-how about the problem and offered solution

might be saved to help solving alike problems in the future. When an effort to solve a

problem fails, the principle causes of fail might be recognized and memorized to stay away

from the same error in the future.

After giving some definitions about learning, know it is time to dutifully define the

agent structure and at least how learning could be integrated to a cognitive agent.

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2.5 Agents and their architectures

"There is no universally accepted definition of the lerm agent," (Wooldridge, M.,

1999),The only existing consensus is that the concept of autonomy is essential in defining an

agent. However, autonomy is a tough concept to get detail accurately. Franklin (in Franklin,

5,,2006), proposed the following definition:

"A system embedded in, and part of, an environment, that:

• senses its environment

• acls upon il

• over time

• in pursuit of ils own agenda

• so that its actions affect itsfuture sensing,"

An example would be a virus in the Windows operating system that could be activated

at a precise moment.

Wooldridge (in Wooldridge, M., 1999) proposed the following definition: "An agent is

a computer system that is situated in some environment, and that is capable of autonomous

action in this environ ment in order to meet its design objectives." The key concept in this

definition is autonomous action, meaning it acts independently, without the supervision and

support from a human. In addition, an agent must Jearn and adapt to changes within its

environment. Another characteristic of an agent is its capacity to react and recover from an

unexpected event.

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Our interest in a tutoring system is to develop learning mechanisms in an intelligent agent

that is capable of taldng flexible and autonomous actions. Such an agent should be reactive,

deliberative, hybrid and cognitive:

• Reactive agent: A purely reactive agent is one whose action depends only on what it

perceives in the present moment. Such an agent does not store any internaI

information; neither does it consider the history of its previous actions in the

decision-making process. Brooks (Brooks, R. A., 1986) proposed the best known

reactive agent architecture, "subsumption architecture". Inspired by behavior­

based robolics in which complicated intelligent behavior is deconstructed into

"simple" behavior modules that are organized into properly ordered layers, this

architecture is based on the idea that rational behavior is the' product of

interaction with the environment and emerges from the interaction of simpler

behaviors. That is why the agent contains a whole set of simple rules, each one

reacting to a situation in the environment. These rules follow a simple form:

situation --t action.

Each layer executes one of the agent's specific goals. The upper layers are more

abstract. The lower layers are considered an adaptative part of the architecture,

whereas the upper layers manage the circuit taken in executing the order to attain

the overall objective. Decision making in the upper layer is dependent upon the

lower layer. No complex reasoning must be undertaken; it is sufficient to check

the preconditions of the rules. The difficulty with this model is its inability to

have many layers, as the goals start to meddle with one another, resulting in low

suppleness at runtime. Another problem noted by Wooldridge (Wooldridge, M.,

1999) is that "they must have sufficient information avaUable in their local

environment for them to determine an acceptable action." However, making

decisions in an intelligent tutoring system is based on interaction with students or

external environment. The tutor cannot know ail there is to know about the

student to reach a proper decision based on its exterior manifestations, and the

environment may have hidden elements and aspects.

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• Deliberative agent (Inman, J., Hewitt, c., 1991): These significant groups of agents

are capable to monitor their environment and make an internai vision of il. They are

capable to pursue their own goals by internally debating over the issues.

• Hybrid agent (Inman, J., Hewitt, c., 1991): It has a composite behavior of reactive

and deliberative agents in that it is capable to follow its own strategy. Furthermore, it

can respond immediateJy with sorne exterior events without thoughtfulness.

• Cognitive agents: Newell (Newell, A., 1990) was the first who offered the primary

scheme about a cognitive agent, but he had not enough time to gradually develop his

creative idea. Anderson and Lebiere (Anderson, J. R., Lebiere, c., 2003) eventually

took his overall view and proposed the Newell test criteria. His criteria divided into

three major categories(Hélie, S., 2007):

• Biologie plausibility,

• the architecture must result from an evolutionary process,

• Learning (adaptability to its environment).

Anderson and Lebiere (Anderson, J. R., Lebiere, c., 2003) added sorne other criterions for a

cognitive agent, such as (HéJie, S., 2007):

• the architecture must be able to operate in real time;

• the architecture must be designed in the fruitful way which supports dynamic

behaviors in its reactions to the environment (to adapt its behavior according to

the result of its actions on the world);

• the architecture might use a natural1anguage(to communicate with its

environment);

• meta-cognition (thinking about thinking that may be used in Jearning).

Newell (Newell, A., 1990) stated that human beings use symbols as their abstractions.

Thus, a cognitive architecture must be able to combine the symbols ("chunking") in order to

facilitate their subsequent uses. Then, human intelligence relies on the enormous basic

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knowledge. Accordingly, a cognitive architecture should be able to use its basic knowledge to

form different sorts of learning (for example perceptual and procedural leaming). Newell

believed that the intelligence is a general function of the built up environment and a cognitive

architecture must be equivalent to a universal calculation machine (Turing, A. M., 1936).

Following Newell (Anderson, J. R., Lebiere, c., 2003), and Sun (in Sun, R., 2004)

proposed its own version of the cognitive architecture. Sun added some specifie types of

coexistent processes, as explicit/implicit processes. This terminology comes from the

psychological distinction between implicit and explicit memory. The explicit process refers

to the factual or declarative or non-procedural knowledge, to which meta-cognition has

access. For example, the abstract idea that the moon turns around the earth. Implicit processes

refer to the procedural knowledge that is in a form such that meta-cognition has no access to

il. For example, how to do cycling and swimming.

In his model explicit/implicit knowledge's interact in a synergetic way to solve a

problem and learn a specifie task. A system using these two types of knowledge is more

efficient than a system using only one or the other of these types of knowledge (Hélie, S.,

2007).

However, Franklin (in Franklin, S., 2006) uses the term cognition to describe "the

endless cycle of deciding what to do next ?". LillA, a cognitive agent based on Baars' Global

Workspace theory, supports some characteristics different from the model proposed by

Newell, Anderson & Lebiere and Sun. Our task is to try to understand human cognitive

processes which result in the learning processes, and then implement them at a computational

level.

Now, let's give more explanations about, BOl and cognitive agents.

2.5 BOl agents

Belief-Desire-Intention architecture (BOl),(Bratman, M. O., et al., 1988) brings relief

to those deficiencies. It has some philosophical basis in the theory of human practical

reasoning. According to this theory, human intentions that are translated into action are

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constructed by beliefs and desires. The internai state of an agent which uses this architecture

consists of beliefs, desires and intentions. Belief represents the agent's information status

about itself and its environ ment, including other agents. Beliefs sometimes include illation

rules and allow current beliefs to lead to the new beliefs. Desires (or goals) correspond to the

multiple concurrent aims or situations that the agent would like to fulfill or produce.

Examples of desires might include finding a good job, buying a house, opening the door.

Intention represents the agent drive or motivation to approve a behavior.

The beginning of the execution of the plan or what the agent has decided to perform

(the goal he has set its mind upon).

BD! architecture uses a cognitive cycle (see figure 2.2). Ali data entered through

sensors are revised by the belief revis ion function (brf), which updates the existing beliefs of

the agent with beliefs obtained from perceptions. For example, Canadarm might dangerously

approach the station while it is being manipulated by the astronaut. The agent knows through

its belief that a collision will occur if the astronaut continues his movement. The belief that

there is a danger of collision is therefore added to the entire set of beliefs, replacing the one

stating a safe status. This information eventually creates the further belief for the agent that

the astronaut is a beginner.

The generate options function then creates options according to the beliefs and

intention of the agent. This function has two goals: planning, and discovering opportunities.

Planning makes it possible to determine how the agent can carry out its intentions in the

current environment (ail the while respecting the belief constraints). The function should

discover new opportunities provided by the creation of new beliefs.

In our example, the function generates three new options: "Allow astronaut to

continue ", "inform astronaut of danger", and "stop the astronaut and remedy the cause of

the dangerous handling. "

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Figure 2.2 Cognitive cycle of BD! architecture. (D'Inverno, M., and Kinny, D., 1997).

The options thereby generated (desires of the agent) are then filtered by a third

function (filter). This function selects the proper desire and, in the case of a multi-agent

system, determines which agent will execute it.

The function is based on the current intentions of the agent as well as its beliefs in

order to make this choice. In our example, the agent believes that the student is a beginner. It

also believes that his dangerous behavior must inunediately be remedied. That is why it

chooses the final options. This choice excludes the first option and renders the second one

useless (when the exercise is stopped, it is no longer useful to give a warning); hence only the

third one is retained. This function also re-examines the existing intentions, removing those

already carried out. It can also disengage the intention that is not helpful or realizable at the

moment, given its current beliefs.

"When does an agent disengage itself?" That is a difficult question to answer, as both

engagement and disengagement of intentions are very important. An agent that disengages

too quickly may not achieve any of its intentions, whereas an agent that is not disengaged

will put its energy ioto challenging internaI intentions and soon find itself in a failing

situation. In general, the agent should re-examine its intentions more often when the

environment is more volatile. Finally, an action function chooses one of the intentions for

execution that is readily achievable.

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The BDI Model is an accredited model in the agent field. It is intuitive, because it

encompasses human notions of reasoning. In addition, much effort was put into producing a

formai model for this architecture. The main problem in BD! architecture is that it dismisses

the influence of emotions on desires and decision-making (Vidal, H. 1., and José, M., 2006).

2.6 Architecture of cognitive agent

Cognitive architecture is a design for intelligent agents which exceeds the capabilities of

mentioned (for example reactive, BDI, etc) architectures. Nowadays, cognitive sciences are

integrated into several disciplines related to natural cognition (see figure 2.3) such as

philosophy, psychology, linguistics and neurosciences, as weil as to artificial cognition

(artificial intelligence and data processing). In fact, cognitive agents' architectures, in

general, have different characteristics, as we mentioned above they could process information

by "symbolic computation" in which they manipulate symbols, making tasks possible and

data easily alterable by substituting one or more mies. These agents sense their environment

to create information for their own use to spawn actions. Such agents might be equipped with

short and long-term memory, imagination, prediction, conceptualization, reasoning,

scheduling, dilemma solving. learning, creativity, and so on (Franklin, S., 1995).

(\Btural cognition sclencelS

philosophy

lingulsUcs

neurosciences

artincialinlelilgenc:e

~4iQ2 " ~Q(J.?&7t.l~~~CQ-"""

Figure 2.3 Source: Encyclopedia Universalis, 2001

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Davis (Davis, D. N., 2002) proposed an architecture for a cognitive agent by focusing on

"control state, emotion, motivation and autonomy". His view is that an autonomous agent

architecture should support drives and motivation. We have to mention in this stage that,

there are no universal definitions for the terms: motivation, drive, goal and emotion.

CogAff (Sloman, A., 2001) proposes two principal axes for the cognitive architecture:

1. Cognitive cycles which includes: perception, central processing, and action.

II. Structural part:

Reactive mechanisms, which are (occasionally ballistic) behavioral

responses to environmental and intemal states;Deliberative reasoning,

which requires the explicit manipulation of sorne form of cognitive

structure (i.e. motivational constructs);

Meta-management mechanisms (reflective processes), which monitor the

agent's internai state, processes and ilS ongoing stimulus-response arcs.

This section illustrates Franklin's (Franklin, 5., 1995) ideas about design principles,

which have been resulting from academic analysis of many autonomous agents. It provides

an overall theory of cognitive agent design.

2.6.1 Design principles for cogniti ve

Drives: Primary motivators for agent actions and behaviors (Davis, D. N., 2002). Drives are

low-level, ecological, physiological and typically pre-conscious.

Attention: Agents have several senses; the attention mechanism helps filter unneeded inputs

and focus on relevant input.

Internai models: When required, the agent builds model from its environment.

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29

Coordination: A multi-agent system is a distributed system ln that al! of its components

communicate to carry out a special task. There is coordination between the various patts of

the multi-agent system.

Knowledge: The agent uses its senses to obtain enough information from itself and from its

environment in order to execute its requirements. At the same time, acquired information

might be learned (Drescher, G. L., 1988). It is evident that a better classification of

knowledge and interrelations by the agent helps improve agent pelformance and learning.

Consequently, the behavior of the agent (i.e. decision making, reasoning) could be closer to

that of a human.

Curiosity (Franklin, S,. 1997): "If an autonomous agent is to learn in an unsupervised way,

some sort of more or less random behavior must be built in. Curiosity serves this function in

humans, and apparently in mammals. Autonomous agents typically learn mostly by internal

reinforcement. (The notion of the environment providing reinforcement is misguided.)

Actions in a particular context whose results move the agent closer to satisfying some drive

tend to be reinforced, that is made more likely to be chosen again in that context. Actions

whose results move the agent further from satisfying a drive tend to be made less likely to be

chosen again. In human and many animals, the mechanisms of this reinforcement include

pleasure and pain. Every form of reinforcement learning must rely on some mechanism.

Random activity is useful when not solution to the current contextual problem is known, and

to allow the possibility of improving a known solution. (This principle doesn't apply to

observational only forms of learning such as that employed in memory based reasoning

(Maes, P,. 1989)".

Routines: Most cognitive agents will need sorne means of transforming frequently used

sequences of actions into something reactive so that they run faster. Cognitive scientists talk

of becoming habituated. Computer scientists like the compiling metaphor. One example is

Jackson's concept demons (Jackson, lV., 1987; Franklin, S., 1995). Agre's dissertation is

concerned with human routines (in press). (Franklin, S., 1995).

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2.6.2 High-Ievel Architectures for Cognitive Agents

There is not a consensus among the architectures for cognitive agents proposed by

many authors: as Albus (AI bus, J. S., 1991), Baars (Baars, B. 1.,1988), Ferguson (Ferguson,

1. A., 1995), Hayes-Roth (Hayes-Roth, B., 1995), Jackson (Jackson, 1. V., 1987), Johnson

and Scanlon (Johnson, M., Scan Ion, R., 1987), S\oman (Sloman, A., 1995). FrankJin

(Franklin, S., 1995) offers an architecture (see figure 2.4) that puts emphasis on "action

selection paradigm of mind". The perception mechanism acquires information and gives the

premier meaning to the received information. In addition, the architecture is endowed with

"long-term memory and short-term memory (workspace)". The attention task is of choosing

and filtering more relevant and urgent contexts that are related to the drives. InternaI models

(demonstrated) such as planners or schedulers that play a causal l'ole in agent architecture

help the agent make deliberative actions (Franklin, S., 1995). Usual actions are represented

by reactions and routines; however, solving a problem requires a deliberative mechanism.

Learning and reactive behaviors are the result of knowJedge through which an agent can react

faster or reinforce (by reasoning) the value of the actions that it has taken by reviewing its

memory of past events. Leaming might be connected to everything in this architecture. The

Jack of goals, emotions or attitudes that can influence the selection of actions in this

architecture is evident. We wi Il cover these aspects in greater depth when presenting the

LIDA architecture.

r-_~learning f4---..-l deliberative rnechanisrns m.echanisn1.s interna.l rnodels

plaïtning ploble-m solving scheduling language con-.posi tion

1 actionsl action selection

Figure 2.4 Cognitive agent architecture (Franklin, S., 2002).

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In the next chapter we wjlJ see how consciousness can help an agent to learn. As a reaJ

example of a cognitive agent, LillA uses consciousness mechanisms to learn.

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CHAPTER III

BRIEF DISCUSSION ABOUT LIDA

The IDA (Intelligent Distribution Agent) architecture is the product of the in progress

study of the Conscious Software Research Group at the University of Memphis. Inspired by

the theory of Baars, the team of Stan Franklin (University of Memphis) successively

developed three intelligent agents that implemented this theory more and more. This work

began in 1996 with the Virtual Mattie agent, which manages the booking and reminders for

conferences in the Memphis University. This agent was replaced by Conscious Mattie, whose

implementation is more faithful to the theory of Baars. Finally, Franklin's research group

developed the IDA agent for the American navy and continues to improve it. IDA eventually

evolved into LIDA, the Learning IDA.

"LlDA, the learning IDA will add three modes of learning to IDA's design: perceptual

learning, episodic learning, and procedurallearning. The LIDA architecture incorporates six

major artificial intelligence software technologies: the copycat architecture, sparse

distributed memory, pandemonium theory, the schema mechanism, the behavior net model,

and the sub-sumption architecture." (Franklin, S., 2006).

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3. LIDA: IDA endowed with learning mechanisms

The IDA task is the assignment of new billets to the sailors. In the American Navy, at

the end of each sailor's tour of duty, he or she is assigned to a new billet (task) by a detailer.

IDA performs the detailer's role. She communicates with sailors via E-mail and she has to

understand sailor requirements and preferences, and respect ail constraints (while respecting

the Navy's regulations, the sailor must be satisfied by his assignment). To answer to the

sailors, she has to communicate with different databases (Franklin, S., 2005). The

architecture proposed by FrankJin describes a multi-agent system. He called it a "conscious

agent" since the fundamental elements and processes rely on consciousness as described by

Baars'. Mainly, the agent is constructed with simple agents called "codelets" (which

reproduce Baars' "simple processors"). The central point of the system is the "access

consciousness", which allows ail resources access to "broadcasts" of centrally selected

information (which guide the agent ta be stimulated only with the most relevant information).

LIDA's (Learning Intelligent Distribution Agent) architecture, as IDA's, is hybrid:

parti y symbolic and partly connectianist (according to Brooks, R. A. 1986; 1990). Human

cognition facets such as perception, episodic memories, are implemented functionally, that is,

with no constraint on biological validity. LIDA operates and interacts with its envi~anment in

ways inspired by human cognitive theories. Also, LIDA model allows for domain­

independent perceptual and procedural learning mechanisms. This agent permits automatic

learning and can repair its mistakes.

LIDA's architecture relies mastly on a "non rules-based" method. Here are the

elements that compose il.

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Workspace: The mechanism of the Workspace in LIDA corresponds to the human

preconscious buffers of working memory (Figure 3.1). It is "the manipulable scratchpad of

the mind (Miyake, A., and Shah, P., 1999)", with decay rates of tens of seconds. Information

comes to them from perceptual or other internai parts of the agent that write into the

workspace. They are the "place" that hold active codelets, which come from perception,

including previous percepts not yet decayed away, recalls from long-term memories, and

structures being assembled by structure-building codelets. Another l'ole of workspace is

creation of links between new codelets (symboJs) thal arrive into memory and the codelets

that already exist in the workspace (and not decayed away).

Human MemorySystems

Figure 3.1 Human Memory Systems (Franklin, S., et al., 2003)

Episodic memories: Memories (Figure 3.1) for events (their time, their location and what

exactly occurred). LIDA has both a transient episodic memory, and a Jong-term,

"autobiographical" episodic memory.

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35

Perceptual Associative Memory: ln humans, primitive feature detectors for vision are

neurons located in the primary visual cortex to detect tines, etc., but for categorization and

object detection, we need sorne association between primitive features detectors. ln LillA, it

takes the form of a network of codelets. Perceptual codelets write to the Perceptual

Associative memory in the form of stimulations. The codelets, then react and collaborate with

each other to categorize the stimulus. The final pattern, a sub-network of codelets, then

appears in the Workspace (D'Mello, S. K., et al., 2006).

Functional Consciousness: ln LlDA, a "consciousness" module implements the Global

Workspace (GW) theOJ-y (Baars, B. J., 1988) in a functional way. It states that there are a lot

of independent processes being in parai lei processing, interacting through "consciousness" to

accomplish a not automatized task. The functional implementation of "consciousness"

consists of a coalition manager, a spotlight controller (corresponding to the attention), a

broadcast manager, and attention codelets that recognize a new situation, or one that is

interest for sorne reason, and interact with other codelets ta make a common front and

process a situation. What gets selected by the spotlight control 1er is broadcast by the

"consciousness" to the whole system. This broadcasting is the responsibility of consciousness

(D'Mello, S. K., et al., 2006).

Procedural Memory: Procedural memory ID LlDA is similar to Drescher's schema

mechanism (Drescher, G. L., 1991). It is a graph that is constructed with nodes and links

between them. Each node contains an action scheme. A scheme consists of an action, a

context for it, and results that are a consequence of the execution of the scheme. Schemes can

be found in the Scheme Network; they also come to exist in the Behavior Network, in their

"active form", after their instantiation from the Scheme Net. They may be complex or simple;

a simple scheme has just one action. Complex schemes contain multiple actions. Schemes

need to be selected by the action selection mechanism to set off (to "fire") (D'Mello, S. K., et

al., 2006). LillA uses Maes' Action Selection Mechanism (Maes, P., 1989), as modified by

Negatu and Franklin (Negatu, A., and Franklin,S., 2002) to effect action selection in the

service of feelings and emotions. Feeling and emotions are parallel, independent processes

usually stimulated by the occurrence of events in the environment. Sometimes their urgency

changes by the simple passage of time. Activation supplied by them spreads through the

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nodes in this direct graph. In addition, activation \s conung from activation that already

exists. received from predecessor actions in the Scheme Net. and from internai or external

(environment) States.

3.1 Cognitive Cycle in LIDA:

LIDA's cognitive cycle (Figure 3.2) is the result of several distributed mechanisms

inspired from human cognition aspects. Functional interactions are grouped in LIDA under

nine sequential steps involving different parts of the agent to accomplish the processing of a

perception and taking action. Cycles repeat endlessly and may be considered as beginning

with a perception and ending in actions, but may be looked upon the reverse way. Baars and

Franklin (Baars. B. J., and Franklin, S., 2003) suggested that cognitive cycles occurs five to

ten times a second; however sorne processes occur in parai lei and may result in much more

cycles per second.

Action Selectec\ and 'T'aJœn

(beMVlCr codelets)

~ Red tndicates leelmg;i or emo1lllns are lI\\tllml

ExpectltionaJ ~=:j:::;i~;;j~i.1~~i!i~~,j~~2jL_..:... -=:::i:;;;:====~===~lnlentionCodeletsL

Figure 3.2 LIDA's cognitive cycle (Franklin,S., 2006)

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Here are these nine steps which give a brief description about them from

Franklin and his colleagues' papers.

I-Perception:

"The process ofassigning meaning to incoming sensory data. Examples: The

color red, a sound" (Franklin, S., 2006).

2) Percept to preconscious buffer.

Ail interpreted data and meaning is stored in preconscious buffers of LIDA's

Working Memory, adding to the information aJready there and that has not yet decayed

away.

3) Local associations.

Preconscious buffers serve as cues for memory retrieval. Information associated

with the cues are retrieved automatically from transient episodic memory and

declarative memory, and stored back in Long-term Working Memory. Local

associations comprise information about past actions, and feeling and emotion of the

agent about these actions and events.

4) Competition for consciousness.

Here, attention codelets (AC) observe Long-term working memory content. AC,

try to distinguish important events or urgent situations, to form coalitions describing

them and bring them to consciousness. This competition is intluenced by present and

past feelings and emotions. Coalitions show more strength when agent affects about

particular information are strong.

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5) Conscious broadcast

The attention codelet with its related information that has been selected for its

importance cornes to consciousness. In humans, conscious broadcasts are hypothesized

to correspond to phenomenal consciousness. Conscious broadcasts hold of ail current

information of consciousness and emotional part. Perceptual, episodic and procedural

memories will update their information's after conscious broadcast. After each update,

agent has leamed and can use updated information in the next cognitive cycles.

6) Recruitment of resources.

The most relevant scheme answers to the broadcasted information by the action

of its underlying codelets. Feelings and emotions help to find appropriate response for

the broadcasted information.

7) Setting goal context hierarchy.

This answer results in the instantiation of a new goal context. Codelets request

the instantiation of their conesponding node (scheme), and of the stream that contains

it, including the goal. Then they bind their variables to the received information and

augment their node's activation in the Behavior Network.

8) Action chosen.

The Behavior Network manager selects a scheme from CUiTent or previously

instantiated behavior streams according to the presence of preconditions and on the

most activated scheme. Selection of behaviors also depends on the feelings or emotions

that gave activation to the codelets that underlie the nodes of BN.

9) Action taken.

Each selected scheme spawns at least one expectation codelet to monitor the

results of the act. The execution of a behavior produces outcomes (internai or external).

Expectation code/ets observe what cornes into Workspace as the result of the execution

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of action. They try to bring to consciousness what they find to consciousness for update

or creation of new codelets in different part of the system (perception, episodic or

procedural mechanism).

3.2 Perceptual Learning in LillA:

One of the human learning mechanisms is perceptual learning (PL). "Perceptual associative

memory (PAM) is implemented in LlDA (D'Mello,S et al., 2006) architecture as a slipnet, a

semantic net with passing activation (Hofstadter, D. R., and Mitchell,M., 1994). Perceptual

learning in the LlDA model occurs with consciousness. This learning is of two forms, the

strengthening or weakening of the 'base-level activation of existing nodes, as well as the

creation ofnew nodes and links (D'Mello,S et al., 2006).

Any concept that appears in a broadcast reinforces the base-level activation of the

corresponding node and could reinforce its links with others in the "Slipnet"; this gives the

node more chances to be chosen by the perceptual mechanism for future coalition. When a

new object is detected by perceptual detectors, a "new-item" attention codeJet notices this

new object and tries to find corrunon features such as spatial adjacency, corrunon activity, and

perseverance over time. If a "similarity" attention codelet can detect in LWM two or three

items with several common features and can bring them as a coalition into "consciousness"

for broadcasting, then a new category (node) will be created by the perceptual Jearning

mechanism. After that, the PLM tries to find appropriate nodes to Iink it with. The

mechanism for Slipnet here may look like that for an ontology. In fact, LillA categorizes its

concepts similar to the ontology mechanism to (Franklin, S., and Patterson, F. G. Ir., 2006).

New relations will be learned when they are broadcast by consciousness; in LillA, this job is

done by "relation-noting-attention-codelets".

3.3 Episodic Learning in LillA:

Episodic learning in human beings is the learning of the events. For example, we remember

what we ate for lunch today. The first task in episodic learning is interpretation of conscious

content such as What, When, Where of occurrence of each episodes into Episodic Memory.

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3.4

Each time the agent finds an episode in the content of LIDA's consciousness, it tries to

connect the source of activation of the cUITent episode in the Slipnet to the basic features

sensing elements. Each basic feature sensor in the Slipnet corresponds to a word, and each

word has a preset place in a special buffer of the Workspace. Events happened in

consciousness will be ciphered in Sparse Distributed Memory SDM in LIDA (D'Mello, S. K.,

et al., 2006).

Procedural Leaming in LIDA:

The authors used a combination of instructionalist and selectionist mechanisms for

procedural leaming in the Scheme Net5. An empty scheme consists of an action without

conte,'([ ,or result. Procedural learning happens as action reinforcement as weil as the creation

of new schemes. There are two kinds of activation in nodes: base-level and current-level.

Base-level activation indicates the odds of its result happening if the action is taken in the

proper context. Current-level, measures the pertinence of the scheme to the current situation.

Learning (into base-level activation) goes according to a sigmoid function (a "S"-shaped

curve). Initial reinforcement tends to accelerate then saturate. Here is how this learning

works.

Each time LIDA executes an action, it first instantiates from the Scheme Net its empty

scheme (the description of the action, devoid of context and expected result). The context

(preconditions) then applied to this empty scheme is the conscious content just received

before the action execution. At the same time, the scheme automatically produces an

expectation codelet before action execution. After action execution, the expectation codelet

tries to bring to Consciousness the results of the action. If it can, then the results are applied

to the new pending node (scheme). The Scheme Net inserts the new node if it does not

5 "The scheme net is a directed graph whose nodes are (action) schemes and whose links represent the 'derived from' relation. Built-in primitive (empty) schemes directly controlling effectors are analogolls to motor ceil assemblies controiling muscle groups in humans. A scheme consists of an action, together with ifs context and ifs result. At the periphery of the scheme net lie empty schemes (schemes with a simple action, but no context or resuits), while more complex schemes consisting ofactions and action sequences are discovered as one moves inwards".(D'Mello, S. K., et al., 2006).

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3.5

already exist (the same action with the same preconditions and the same results; this is

instruciionalist leaming). If it already exists, then the system reinforces the base-Ievel

acti vation of the existing node (selectionist learning).(D'Mello, S. K., et al., 2006).

Current problems or shortcomings in LIDA:

1. When a goal is selected by the action selection mechanism, it may be routinely

executed in various ways. How LIDA does make decision to execute a selected

task in way 1 and not in way2 or way3? To our knowledge, Franklin did not

address this problem in his works. One of the current challenges (lack) in this

architecture is how to select among multiple ways to realize the selected goal.

2. It is not clear how LillA learn new schema?

3. As we mentioned above, the information stored in Transient Episodic Memory

(TEM) represents contextual information: the nodes from PAM including sorne

indication of physical space, plus an indication of the time of the event. This is

because LIDA's TEM currently is exclusively a perceptual episodic memory.

At this point, LIDA's research group is not sure how to encode the time of

events which happened in consciousness (when anevent happen) ITÙght be

encoded.

4. Franklin has not yet addressed the causality of events. We believe that for each

event, there is a cause. Then it would be a good thing to add a causal memory

which has relations with autobiographical memory. Our proposition (Figure

3.3) is that within each coalition, it is mandatory to join a causal reason that

will be used for retrieving the proper information (cognitive cycle's step 3) and

learning each event.

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cd: Memory)

Autobiol;J"aphical Mernory Causal Mernory

Figure 3.3 Associations between Autobiographical and Causal Memories

5. LIDA is not yet endowed with Meta-cognitive abilities. In fact, earlier attempts

at adding meta-cognition to similar software agents (Zhang,Z., et al., 1998;

Zhang and Franklin, unpublished) was not successful. LIDA's architecture

must allow to the attention codelets and "behavior streams" to recognize and

process the need of meta-cognitive interventions.

6. LIDA currently has not addressed ascending and unconscious learning of

explicit knowledge.

LIDA, in its procedural learning (D'Mello, S. K., et al., 2006), proposes that the

result of each action must be brought back to consciousness, whereas experiments

relating to implicit Ieal'ning demonstrate that satisfied expectations usually do not

provide feedback to the subject (Baars, BJ., 1997; Cleeremans, A., and Jiménez, L.,

1996; C1eeremans, A., et al., 1998; Curran, T., and Keele, S.W., 1993).

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CHAPTER IV

OUR SOLUTION: lNTEGRATlNG LEARNlNG CAPABILITIES IN crs

4. Introduction

crs conceptual architecture is implemented as modules which communicate by messages

(codelets) exchanged through Working Memory and by getting ail important, urgent

conversation into consciousness which inspired from the theory of Baars (Baars, B. J.,

Franklin, S., 2003). CTS base elements and mechanisms such as codelets, consciousness,

episodic and procedural networks, long-term memories, are quite similar to LIDA structural

design. However, there are differences in learning mechanisms, among other things. For

example, unconscious perceptual and procedural learning were not implemented as separate

mechanisms in LIDA. In fact, the existence of such a learning method in human beings is

supposed in both CLARION, developed by Sun (in Sun, R., 2004) and ACT-R, developed by

Anderson (Anderson, 1. R., et al., 2003). These systems are endowed with separa te implicit

and explicit Jearning mechanisms. However, our learning models differ from CLARION's

and ACT-R's in that we used Baars' Global Workspace theory (a neuro-psychoJogical theory)

as their bases, along with psychological experimentations that are our other resources to take

CTS unconscious learning mechanisms closer to human learning methods. Although CTS

does not currently implement the whole functionality of cognition, its conceptual architecture

covers a wide base Uust as does LIDA's) and allows for further additions. It also supports

some functional associations to the physiology of the brain.

4.1 Brief introduction to CTS cognitive cycle

As our agent is a cognitive agent, then we start this section by describing crs cognitive cycle. The base process mechanism of the CTS system is the "codelet". Modules

communicate with one another and they contribute information to Working Memory (WM)

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by information codelets. These travel back and forth through cycles of "conscious

publications" that broadcast the most important, urgent, or relevant information. CTS

cognitive cycle incorporates the traditional Perception-Reasoning-Action phases, but with

more details (quite close to LIDA's).

CTS cognitive cycle (Figure 4.1) starts with the perception phase, with messages

describing the state of the micro-world entering into CTS through its sensory buffer. This

partly structured information is examined by several perception codelets that try to recognize

something in the stimulus. When a perception-codelet does recognize something, it stimulates

its corresponding node (codelet) in the Perception Network. The result of this collective

interpretation work creates a percept that enters Working Memory (WM) as a network of

codelets. At this point, codelets arriving into WM make or reinforce associations with other

code1ets a1ready present. In the reasoning phase, attention code lets observe WM to find

specific information and try to bring it into consciousness, competing with other coalitions

that formed "naturally" (without the intervention of attention codelets) in WM. The Attention

mechanism spots the most energetic coalition in WM and submits it to the access

consciousness, which broadcasts it ta the whole system. With this broadcast, any subsystem

or codelets in different parts of the system that recognizes the information, may react. This

may create reflection loaps that pursue further a line af reasoning through consecutive

participations of various sub-systems in cycles of selection-broadcast-reaction. Finally, the

system, by its Behavior Network (BN), selects an appropriate action for execution.

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4.2

Simulator: Stimulus Conceptuel Leamin 9

",nstructing Coalillons

Sendlng

". .. . ..... Coalitions

~en(jaCDOn J--;:iemOrlZln g

.....•005el'.... e resu Ils coalition

EXiernal.llcuon

Action's resulls

•l ' .....­

- . ,;,

Action Selecbon

;.

SendEnergy 10 theNodes

.,.._­ -­"." - "

CDnsc:lousnoss Broadcasllng

'~, .

1

j

"'j" Con ceplu al Learning

Procedurel ~ .,... , ,-, .. Learnlng

Figure 4.1 Cognitive cycle in CTS

Adding Strengths between Codelets

The first change that we made into CTS' architecture (which is useful for learning), was

giving "Strength" to each link between two Codelets. Two codelets, will join to the WM

when they have enough energy-and make connections with others, which mad links in WM

c;ould be used for Jearn regularities, creating elements that CTS will be able to use in later

reasoning. During interaction between information codelets in Working Memory links

strength values can be increased or decreased bya Hebbian learning (Hebb, D. O., 1949; a

rheOl'y incorporated in Jackson's Pandemonium theory). According to the times codelets

spend with others in WM, links between them reinforce, and then weaken while they are not

together inside WM. In Figure 4.2, we can see the link between Codelet-info-Collision (by

"in/a" we mean information-codelet) and two others (Joint-WE and Distance) and the

strengths between them.

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4.3

Codelet-Info-Joint-WE 1

Strenght=ü

/----­( Codelet-Info-Collision

~ ~/ Strenght=. Codelet-Info-Distance

Figure 4.2 Strengths between Codelets

Access Consciousness

As we mentioned in Chapter one, for any movement in space, astronauts must first select a

proper set of cameras and obtain the best possible views by adjusting them. Then only he is

allowed to start moving the Arm. We will explain it by the following example. In the essay

task, we suppose that the astronaut fOl-got to adjust its views and started to move the

Canadarm. The Domain Expert module in CTS detects the problematic situation and sends a

coalition describing that fact (it believes about a "Missing step: Adjusting views"). If this

information gets published by the access consciousness, various modules may respond with

codelets describing a probable cause, which are attached to the original coalition. Each

proposition for a cause may consist of two or more parts consisting of separate codelets. In

our example, one of them can arri ve from the Learner Profi le module proposing "Distraction"

with a computed probability of 40%; a second one may be coming from the "Learner

Knowledge Model" module, proposing "Poor knowledge of procedures" with a computed

60% probability. The copy of the original coalition that came back into Working Memory

with the stronger cause will receive a code let stating "Cause: Approved" from the

Deliberation Arbiter. With this information, the system can make an optimal decision for any

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4.4

intervention, based on its available informationsources. This strategy leads us to think about

causallearning which 1 will describe with related details, later on in this chapter.

Procedural network (PN)

By Procedural network we mean planning, making decision and execution of selected

actions. Ali mentioned parts must be mediated consciously (FrankJin, S., 2006), but in CTS

just actions execute consciously. The

behaviour streams controlled and

ordered under drives and sub-goals. ~,,---------- ---------- ....."

"c~ ~: ~ ln Figure 4.3 feeling or desires

1 1

marked by color rings, sub-goals1 1 11

11

A~.... Collision ~

F,ished 1

:

: :1

1

presented by octagons, states ~ 1

ipresented by triangles, and

~--L~'behaviours surrounded by rectangles.Remed'l : --- :

1 ~ 1

..J--­i:

identified 1: A simple example (Figure 4.3) shows~----~-

"des ire" or "feeling" that require to ~ : Rtmedy :

11

finding a remedy for collision or 1 111

Find a remedy starting job manipulation or arbitrate, 1 11111

1

redressing, and so on. Behaviour

selection in this architecture (Russell, J 11111111 1

A ldennfied Start to Icenbfy

S., and Norvig, P., 2003) accomplish

by "feeling" , "desires" , "stateJ tl'. Problem1 1111\

objects" (represented as triangles), \

"Links between nodes" and "several

thresholds". ColliSion

The "behaviour nodes" have Figure 4.3 Example of a simple structure in the

mandatory preconditions that will BN

causes different sequences on the

system. Received energies by "des ire" or "feeling" will be spread along the system in a top­

down model. However, "behaviours" may return their energies (if their preconditions change)

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towards other behaviours. Naturally, received energy will be spread towards next nodes, if

one of the preconditions becomes true. Different scenario may be considered for a special

problem. The figure 4.3 is very simple but each behaviour may have sorne preconditions

toward others nodes and if we starting from Collision node, up to Collision Detection &

Remedy Finished node, the system may pass different path to accomplish selected task (for

more information we refer you to the Dubois's doctoral thesis).

4.5 Adding Strengths into Procedural Network

In the procedural network, the states Iisten to the publication coming from conciseness. When

astate hears a publication, which contains the information that it concern about them, it

reacts to the received information by changing its state to true. However, states are the

preconditions of actions, "desires", "feeling" or "behaviours". The relations (Figure 4.4)

between different nodes in the behaviour streams had not strength before, but we

distinguished that this might be one of the mandatory properties for procedural learning in

CTS. By giving strength to the links each time the agent select an act, their link value will

change (add or lose a celtain value of energies) and next time, this task will execute faster or

slower (than before) according to the gatheredllost energy from previous execution.

Find a remedy

identllied

o~ems 1Javadoc , Dedarabon :J Properbes i:Z

'roper ty value

Procedural Link StrengU, 0.2

Figure 4.4 Strength between state and other nodes in PN

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4.6 CTS Learning facets

As we mentioned earlier, crs architecture inspired from LlDA' s structural design. Since our

implementation differs fairly from LIDA's structural design, we propose some additional

ways of learning. In this part we explain some impJemented and forthcoming (which we aim

to implement them in the future and are out of the capacity of a master thesis) learning

aspects in CTS. Contrary to LIDA's domain of application, ail inputs to the perceptual

mechanism in our agent are predefined in the ISS as joints, collisions, etc. LIDA uses natural

language e-mails to communicate with people and needs "Slipnet" to understand and giving

meaning to the content of received E-mail in the Franklin(Franklin, S., et al., 2006) mode\.

CTS', does not need to discover a new world, except maybe if we later grant it with stronger

conversationaJ abilities. However, our firsl strategy for learning is different from LIDA

learning could happens before (at perception level that we will explain it later on) and after

conscious broadcasl. We will discuss about Input-output learning and causallearning too.

L. The first difference between our system and LIDA is that, in LIDA, attention codelets

decide ta form coalition, whereas in our system the codelets create coalition by own

decision and do not need attention codelets to form coalitions. For example, in our

system a coalition could be a single codelet on its own, as a concrete example when user

is inactive; an attention codelet (coalition) will be published to inform the system about

inactivity in the system.

2. Learning of Environmental Regularities: LlDA accomplishes conceptual and semantic

learning in its perceptual associative memory (PAM, called a slipnet). New concepts

found in a conscious broadcast are added in the PAM with its new links. In CTS, codeJets

that appear within the same time-frame in Working Memory (WM) create links or

reinforces their links with others. If this conjunction of codelets happens frequently, it

has a high probability of corresponding to a concept and should reach a coalition status to

represent il. If the repetition happens saon enough, it causes a reinforcement of links

between codelets until the strength is sufficient to justify the status of coalition. Then, it

may be selected for broadcasting, which allows the concept to be memorized in long­

term declarative memory and in the perceptual network. We still have to design this Jast

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step of adding concepts in the perceptual network with semantic links. Although

conceptual learning may happen consciously, as in LillA, we currently aim only at a

phenomenon that happens before consciousness. 1 will give a more detailed description

about learning of Regularities in this section later on.

3. Causal leaming (underway): in this part, crs is not limited to just input-output

information. It tries to find cause and reason of each event and start to reconstrucl its

knowledge by them. We have not just simple va in crs, agent is capable to think, and

decide to form a coalition.

4. Meta cognition learning (underway): Another learning facet of the BN in crs is the

fusion of certain acts. A sort of learning that affects directly, both the planning and the

action execution in BN. When a behaviour executes for many times, it is possible to

create a shortcut to achieve the anticipated goal. crs will create a new parallel pathway,

eventually short-circuiting the old one. A new pathway that got created in a first

execution has not enough energy for saturation, but it presents a shorter route, which is

an advantage in the planning phase; if the context presents itself again many times, it will

eventually saturate completely the new pathways and the old way, not used anymore, will

decay away (be forgotten).

5. Procedural Learning exists In crs: It presents an automatization capability that

accelerates planning and behaviour sequences execution. rhis happens when energy

passes through the links between acts. Contrary to LIDA, in crs each action may refer

to a decision taken by crs learner model or domain model or a compromise between

them. Then it is very important to restore this kind of information in which helps CTS, to

remember (and then learn) by finding the reference of each action executed in BN.

This report presents:

Learning of Environmental Regularities, Procedural leaming through reinforcement

and Procedural learning through automatization.

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4.7 Learning of Environmental Regularities

C1eeremans in (Cleeremans, A., et al., 1996, 1998, and 2002) showed by sorne

experiments that to perceive something consciously, it must be represented by a good qua lity

structure that is self-sustainabJe for a period of time. Otherwise, it will stay unconscious.

"Perception is unconscious when it is under the subjective threshold"( Cheesman et al

,1984). Dienes et al. (Dienes, Z., et al, 1997) adds to this idea that unconscious learning

may happen when knowledge stays below the "subjective threshold" (we added the

emphasis). So, even below consciousness levels, percepts may yet cause implicit learning,

and this is the phenomenon we are aiming at here. ln this learning, consciousness is not

involved.

We reproduce this phenomenon of implicit learning of regularities by the

reinforcement of the association links between codelets present in WM during the same time

frame. This is inspired by the Pandemonium theory, which was developed as a bottom-up

theory for categorizing; complementing this theory is the hebbian learning theory (Hebb, D.

0,1949), appropriate for learning perceptual stimuli.

Pandemonium theories (Selfridge, O. G., 1959), was developed as a bottom-up theory for

learning and categorizes perceptual stimuli. It consists of four layers, each layer composed of

special information or demons (a function or an active micro-process) for a special task. In

our agent, this learning based on the Pandemonium theory, as extended by Jackson (Jackson,

J. V., 1987).

• The bottom layer consists of data and images information ("demons") cornes from

petceptual mechanism to store and categorize concepts. Another rule in this layer is

interpretation ("Perceptual Associative Memory").

• The third layer composed of computational demons, which carry out complex

computations or estimations on the data and pass results to the upper layer.

• The second layer composed of cognitive information demons that try to estimate the

weight of data come's From third layer and try to represent appropriate information

(demons) as candidate to the first layer.

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• In the first layer, decision demons sees, which demons in second layer is more

appropriate for CUiTent problem and could be broadcasted into the network.

According to Pandemonium theory, there exists population of demons on the arena.

Arena is divided into "stands" and "plaing field ". Moreover, each demons (we cali it codelet)

is a simple agent. Sorne active codelets on the playing field doing whatever they designed (or

created) for, and the rest of the codelets situated in the stands are watching and waiting for

something to happen in which it could excite them. After receiving enough energy for

excitement, they try shouting according to the degree of stimulus that they received, if

daemon shouts frantically enough then they can become active. When a codelet transferred

from stands to the playing field, it starts to make relation with others. Each Iink has a precise

weight, in a similar fashion as in a neural network.

In our implementation, learning in WM is essentially related to the reinforcement of the links

between code lets according to the time that they spend together in WM. This kind of learning

is called connectionist. When a link's strength between two codelets crosses a specified

threshold, these codelets learn the association as a coalition state, thereon, this new known

coalition becomes available for publication by the access consciousness and can be exposed

to assimilation by Working Memory. Consequently, during a cognitive cycle in CTS, virtual

world information is captured by cameras then entered into WM where it will be examined

by Perceptual Learning Mechanism (Faghihi ,0., et al., 2007) (Figure 4.1).The PLM will

distinguish which codelets (recei ved information will converted to the codelets by the

perceptual mechanism) has made connections with others and figures out a meaning (for

example "collision" status between two joints in the virtual world) (Dubois, D., 2007). This

information (codelets) with their new calculated strengths (links with others codelets in WM)

will be saved as current-active-information (information-codelets), and then information­

codelets who made a meaning and selected as coalition to be send to the consciousness

mechanism will be examined after conscious broadcasting, to decide which of them answered

by different part of the system (to produce an action) and might be learned. Thus, in CTS

conscious learning happen after information's broadcasted by consciousness and unconscious

learning (Cheesman, 1., and Merikle, P. M., 1984) happen in perception phase. Both learning

happen in parallel, in fact when agent doing something important at the same time perceptual

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mechanism receives information from virtual world and learn. Reinforcement follows a

sigmoid function. Initial reinforcement happens slowly, with a subsequent rapid growth as

more time of common activity is spent in WM, slowing down when the strength approaches a

saturation level, until it becornes virtually permanent. Links with activation that have reached

the specified maximum will weaken very slowly. Leaming without any chance of forgetting

would make this adaptive means a plague, maintaining any and every new Iink ever created.

In a flesh and blood brain, energy is at premium; a connection consumes energy and must

earn its keep. It must prove its usefulness. A single occurrence of a relation should not be

kept unless it was created by a strong, traumatic (or highly pleasurable) event that caused a

highly systemic state. In other words, the brain must be allowed to forget incidental links

between neurons. Accordingly, at the end of each cognitive cycle, crs computes the

"memory loss". It scans WM to see if any link it knows of (that exists in its storage table) is

used in WM (that is, the codelets using this link are present in WM). Those that are not

present in WM have to incur sorne association loss due to the passage of time. In fact, if

codelets that have links together are not called back together into WM soon enough, they will

have their links weaken and eventually be forgotten by this natural phenomenon of

attenuation. "Memory loss", our mechanism for forgetting, uses the same kind of sigmoid

function involved in learning, but reversed and "softened" (showing a softer slope).

Indeed, we observe in real life that a concept or a procedure we learned in a few

minutes can be remembered quite well for many days. For exampJe, when learning a kata in

Karate, most of the movement is remembered weil enough after one or two exercises until the

next training day. Here is the equation that we use for computing links' strength.

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4.8 Implementation phase:

Technical implementation of mentioned descriptions in CTS appears first, when the

programme executes, as a "consciousness viewer" (Figure 4.5), which consists of three panes:

• Last Message:

o Perceptual information received from the simu)ator;

• Current Scene: o Working Memory (or scene, in Baars' metaphor) to which ail data interpreted

from the simulator and from other sources will be written temporarily.

• Broadcasted: o Ail relevant information (codelets) brought into Consciousness and

broadcasted to ail entities in the system;

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Perceptual Information Working Memory cornes from the yirtual

Or Scene (Baars' theOl'y)world

lasi Message Current Scene

Even! Siaius-l oc.cunn!,1 al 2007 <1 1621 .n.35.15 l~ Codele1·lnfo·Prohlema1IC Shua1101\.warnlno:Problemallc SltuaUoll:Warnlnu:Acllvatlon:1.079092 C';lnadar !ne Nonl e 8ase !'::UtlJOO ;f111n l;a"'sl~tlJon 0 711932

ComlJonet'll SR JOlnl SV W'lth loiallon 0.557290 Joinl SPwllh rOl:'lliOn 0 500211 Jomlse Wllh rotation 0 (,lI S'If J010l \1l,'E ..,/lth 101'.l!lon 0 81ôf:!f:i1 J.olnl WP w;lh rolallOn Ll6:)f:lIji'~

JrHnl If'('( \'fllrl rolallo(J 0,9-90588 Jl)tnl wiltl rOl<lllC'ln 0 4q4()~5

thé thalge PUS 801 38ù./ù· ,20'.1 4i'~J.l ù6 556 I.:Tl 5~'r",8r'1 ~"U1Wf. camera h:r5~Hlclive v<"lth 1XzO m, _ lElnte.r screen ~h",!IS camera çp~ ""l'1ril'IX zoom, va..... h!Jrll ::·ClBen ~liows l;amSio GP8 W1lh 11\ lLJ(lm YélY1-1 r· <1 T ,'.

Bro"llclcas1s

(Sesslon·StÎJll1s"'SI(tnlnO,lIrncfitartlll=Mon ApI 1621:]1:54 EDT 2007) "II {AEF:::AEF,llmeS1arUI)-'MOIl AIH '621:31:54 EDT 2007} Il {ldenlrtyrU,umeS1amp....·Mon Ain id 21:31:54 EDT 2007}

(Event-~Statlls.O,Event.Times'aOlp:tt.10nApr 1621:32:02 EDT 2007,t1llleS13Inp"'Mon AI)r 1tî 21:32;03 EDI 2007)

(Juint"'SP,C~nadarm""a/lit(lijnn,Rotation=O.501)223.JoÎlII'"'WY.Jolnl"'WE,Joint=SY,Cunlpunenl=SR.Componellt"Mohlle.Base·stétCion,Cornpon91It=lh9.ChalIJ9.JulntcSE.Jolnt"'WR,Jolrl1=\I\ (Sc'er:n=Ceuler,Pan::-U.0,Camerit;CP:l,lllt ..... ,U1.0,lomn"'1,O,lIJneSI<'lrnp=Mon Apr 16 :11:32:04 EDI WOl) 1'" {Scroen"'Len,Pan .... 7,O,Carncr3""Perspcctrve,Zoom=1,0,lllt>=-12",0,llrneS1amll"'Mon AllI 16 21:32:04 EDI 2007}

(Scrggn'RJoI11,Pon=.1BO.O.TlII=ô4.0,loom=1.0,Comgro=CPB,timgSIomp=r.1011 Apr 1621:32:05 EliT 2007) {Componelll::=.llle.Ch,<,rg9.Calmelarm=CaIYdUarln,Positiun""(386.469.209.489, 111.0).Joint=SP.Juint=WY.Johll=WE.JolntcSY,Cornpollent ..SR.CornpunentoMuhile-BlJse.Statloll,JolntcSE.Julr

{tJ1ovemclIl,"VYf..,Jollll=W'E,Rolalioll.Alnlll.lllt=.U.0019999f4J,C('l1laciarrn"'CamuJarm,Rolalll)11"'U.036a62.JolIll··SP"Jolnl"'WY,Jolnl"'SV,Collillonelll"'SR..ComIlOllellt·'Mohlle.Baso·Station,Cm {prolllemallC Situilllon.:..warnlnl),MISSlI1lJ Step"'f\lJJuS1ino Vlcws,llmestalllp'~Moll Apr 16 21:32:35 EOT 2007} lD(r.t.l:J.lAr».<l.rJ(:_Ç.i!v.:.o;IJ.ll.1)...."U\bL"'lu"..c:::J,u~.u::>.OùQ.(..~ALo1l:".u~i.lJ..tl:;I.1l,o..u...Mj~rl.u ....ÇJAA.tUl.c..fJJ.tQ.lI,lJ.( .\Iù:u.u.cr..~~k;tL:.;lJ;';ilU!c..nofujJ;U:)L'.llU..l1na..c.auQ.Q.l~fUl.Dd..l:.nJ.I~.l~...ncAI.on~w.lC1).Xl(J( .~.J <[ 1.. __.. '.1

Ail information Broadcasted by Consciousness mechanism

Figure 4.5 CTS Consciousness Viewer

Figure 4.6, shows UML c1ass diagrams (collaboration between different parts) of the system

for leaming propose.

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rC-d-:-C-la-ss-C-O-de-lel-),.-·---------------····--··--·-_.._----------------------,

Leaming saued_Learned] orgolJnforrmtion

-mainCodletSlring -mainCodletString

-associatedC octelel.String -asSüciatedCodelet: String+ <role> -cogn~ve _cycle _nu mber int f---------i.cognrtve_cycle_nu mber in!

.time_ofJink _OJnstrudion:Tirne ·li rn e_oU ink _CDn struc1ion: Tim e

I-strenghts: Double ·streng hts: Doubl e + <ro\~~arne' 1

+ <role~

1

Wor1<i~ Memory

Codelet .CodeletString

-Name:String

-baseJew _en ergy:doubl e

·Iink _bare _Ievel_en ergy: Double

Figure 4.6 Learned information in Working Memory

UML diagram (Figure 4.7) illustrates corresponding steps for learning:

IColiaJrOO'llwrre 1

1

1

1

1 ,(cœ~\ )

JWj~I,j·eillhsciV,\/,~,'ffJu,,! ~n«oli<lAiIlj31:":::IElICOO!ljlr'~1.!

1

1

1

~.~~<;:~!j~~iiDY6l'bl rerl:lœls~>œ_~iaer'1Yflll~IH~jf'rl ,l

: ,~~coo~s Se,ell~1l1~ll1

l '1 1 1

1 jIMl~~;j~~mhiilt""C!eieC(Oi;lArroI~lmlXi!ElI~ snl\'M 1 1

1 1 1

1 ~: 1

Figure 4.7, Links Reinforcement and Making New Relation between Codelets

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Implementation phase:

The first important task definitely given to the Learning Mechanism (LM) here is loading up

ail data (information-codelets with their links information) previously saved (/earned) by

system from storage memory (Figure 4.5), which CTS stored in previous executions.

private static LearningParametersSaving instance = null;

public static LearningParametersSaving getlnstance() if (instance == null) {

inscance = new LearningParametersSaving(); instance.openFile("C:\\Learning") ;

}

return instance;

Each codelet may have a list of links (Figure 4.8) which each links contain a strength value,

with other codelets that previously saved (such as Joint SY withjoint S2 in the virtual world).

These links values (strength) might be changed by calling codelets into WM, and passing a

portion of time with others.

public class LearningAssociation

private String codeletl; private String codelet2; private double strength;

Ali previously saved codelets with their associations will be loaded by the next procedure

(getLearningAssociationsSet()) :

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Public Set<LearningAssociation> getLearningAssociationsSet() { i / list of associatioM; will be find by this procedu.r·e Collection<List<LearningAssociation» listes;

il synchronized (mapAssociation) { listes = mapAssociation.values();

Set<LearningAssociation> set new HashSet<LearningAssociation>() ;

for (List<LearningAssociation> liste listes) ( set.addAll(liste) ;

return set;

This procedure loads up ail codelets and their connections into a temporary buffer. For each

cognitive cycle, we have to capture ail current-active-information-codelets purposely

launched by the software and the new ones coming up to WM. In doing so, in paraI leI there

exist some observer-codelets which are aware of the system current situation; they observe

and detect new events happening in the system (actOutsideScene()) and add into their list ail

new information-codelets (and their links information with others ) enter WM.

protected void actOutsideScene() {

Set<Codelet> allActiveCodelet =Theater.getInstance() .getScene() .getCodelets(); }

New information-codelets which passes a portion of times and make connections with others

in WM might be added to the temporary buffer. Next step is the creation of new links

between new entered codelets with others (codelets) active in WM (Scene). Accordingly, if

entered codelet from perceptual mechanism that made a concept has no association with

others (it is new) in LM, then LM will notes ail information about this new codelets with its

links and other necessary information in "allActiveCodelet" list.

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If codelet already exist in the current-active-codelet-/ist of LM, its information will be just

updated which consist of the reinforcement of the links between this codelet and others

(Figure 4.8).

COsln Itive cycl e=4 Lm k Stren gth =0C'O()~ 32

Cogn Itlve cycle=5 LI nk Stren 9th =000203

Figure 4.8 Links Strength between two codelets for two different cognitive cycles

In this stage, for each link, system has to find the last cognitive cycles in which codelet

appeared and passed the time with others in WM and the last value (strength) of each links.

Thus, new strength value (for each direct link between codelets) with its learning rate (here

the learning rate is equal 0.1) and new cognitive cycles for each link will be computed in the

sigmoid function. Ali these steps happend in realtime in CTS.

int size = oldAssociation. getTimes () . size () ; long dernierTemps = oldAssociation. getTimes () . get (size - 1);

int strengthSize=oldAssociation.getStrengths() .size() i

oldAssociation.increaseStrength(strengthValue) i

The saving process to ("aIlActiveCodelet") list happens at the end of each cognitive cycle. ln

fact, ail new codeletes broadcasted through the system will be added automatically to the

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"allActiveCodelet" list6 as learned injormation-codelets. At the end of the execution of

software, when system receives shutdown command, then ail information will be saved

definitively. The reason for which we did not update entering codelets into WM,

("aIIActiveCodelet") list. directly into the final file ("C:\\Learning"), is that there are a lot of

threads launched at the same time by the software (cognitive cycles happens five times per

second in CTS), then online updating with ("C:\\Learning") will cause data interfering during

data input/outputs and slow down software performance. The best way that we found was

opening a temporary file which calls back alilearned codelets with their links into memory,

then updating this fi le with ("allActiveCodelet"), and finaJly, at the end of software

execution, sa ving ail information (concepts) by one step. Learning function folJows a sigmoid

function:

public static double sigmoidFunction(double cognitiveCycle) (

double strength=l/ (l+Math. pow( 2.17, (rate* (cogni tiveCycle) * (System.currentTimeMillis())))) ;

Final code for saving ail learned information:

if(currentState !=null) (

LearningStateParameterSaving.getInstance() .saveToFile("C:\\Le arning") ;

6 The information broadcasted, because they created links with other codelets in WM, and selected by attention mechanism then brought to the consciousness. This information will be learned at the end of each cognitive cycle.

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Sigmoid function corresponding to our learning mechanism:

1 Strength = (_. dl C1+ e H+ .1.

Where:

-x: Association strength between two codelets

-s: Rate of increase of base-Ievel activation (for the links between codelets)

-d: Threshold value for conversion into a coalition

-C: The number of cognitive cycles since the creation of the link

-t: Time for two codelets passed together in WM.

Figure 4.9 shows the effect of the learning mechanism on the reinforcement of the links

between codelets in WM, as realized with a sigmoid function. This is an example to show

that learning starts reinforcing the links by small amounts. By the passage of time (with

further meeting in WM), links strength tend to saturate sigmoid function very fast and then

learning function will be completed. As we can see, the second half of the learning behavior

in this figure follows the same behavior as the first part but inversely (saturation). By

saturating sigmoid function learning rate increases very slowly (when it approach to one),

however it will never reach one. The opposite of sigmoid function creates the reinforcement

curve which shows the decline curve (uses for forgetting aspects). Consequently, links with

low strength value incline rapidly, while links with high (saturated) strength value incline

with lower rate.

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Learnig behavior in sigmoid funclion

3.50E-Ol -,------..--~_,__-__,....____==::_--------___. 3.00E-Ol +---------------f-­

2.50E-ol -

~ ~ 200E-Ol CI ~

'c ~ 150E-Ol

[-Senesll

1 OOE-ol ._-­

5.00E-02 +-----~--- ------ - --------- -----­

O.OOE+OO -l----.-~=:;:=--.,.___-_-~--.,.___------=;.._--:

o 9 10

cognitive cycle

Figure 4.9, Learning rate leading to a sigmoidal curve reinforcement of the link between two information codelets.

4.9 Forgetting mechanism

Learning without any chance of forgetting would make this CTS' learning mechanism

a plague, maintaining any and every new link ever created_ In a f1esh and blood brain, energy

is at premium; a connection consumes energy and must earn its keep. It must praye its

usefulness. A single occurrence of a relation should not be kept unless it was created by a

strong, traumatic (or highly pleasurable) event that caused a highly systemic state. In other

words, the brain must be allowed to forget incidental links between neurons. Accordingly, at

the end of each cognitive cycle, CTS computes the "memory loss". It scans WM to see if any

link it knows of (that exists in its storage table) is used in WM (that is, the codelets using this

link are present in WM). Those that are not present in WM have to incur sorne association

loss due to the passage of time. In fact, if codelets that have links together are not called back

together into WM soon enough, they will have their links weaken and eventually be forgotten

by this natural phenomenon of attenuation. "Memory loss", our mechanism for forgetting,

uses the same kind of sigmoid function involved in learning, but reversed and "softened"

(showing a softer sJope) (Faghihi ,0., et al., 2007). From the implementation point of view,

here is how it goes. In each cognitive cycle, we fetch ail stored active codelets (which

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e1\ecuted in the previous cognitive cycles) and their relations with others from stored memory

into a temporary buffer, and then we have to compare them with the current active codelets in

WM. This, because cognitive cycles happen five times per seconds and each time there a lot

of codelets enter WM(from perceptual mechanism) and system might compare new arrived

codelets with previously saved(or executed by system) codelets. At the end of each cognitive

cycle system might compare ail codeJets saved temporarily in the buffer and ail active

codelets in WM. If codelets which situated in temporary buffer are already present in WM,

then the learning method for reinforcement will be executed for them, as described in the

previous section. If system does not find them in WM, then links (strength) between codelets

start to lose their energies (mean value obtained experimentally, is subtraction of CUITent

values by 0.01 which we calculate upon sigmoid function) that get weaken. Subsequently, If

codelets do not get called back into WM at the end of each cognitive cycle, their links start to

be forgotten by CTS forgetting mechanism, just as in human forgetting mechanism (Figure

4.10) (Hebb, D. O.. 1949).

sd: Forgetting Scenario at the end of each Cognitve cyde)------....--..- ....-...----------,

1 Codelets informations File:. 1 LWM: <type> 1 Temporaryfile:<type>1 1 1

, , , .Read ail Co~elets Saved Information

"7, ,

.retrive JlJI Present_Codelet in LVIJM >:,

, , , .D ecre~e basele vel_energy and _LinkF o~ces _of Code lete"'presentin_CIF _and abscent in LVlJtvl_ _ _

1 1 1 l ,

Figure 4.10 Forgetting Scenarios in CTS

Forgetting implementation phase follows learning processes except, at the end of each

cognitive cycle. Learning mechanism, try to find already learned codelets in the (temporary­

active-buffer which loaded temporarily ail learned data) memory and are not called back into

Scene (software cannot find them in the allActiveCodelet list), then their links with other

might lose energy.

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,Fine< d! . .l cr)dclcl: lT ~r J.:O aCC1!'" i.. 1 C!1is coqnJ_L.1Ve cYCÜ'è boolean find=false; Iterator iterCodelet = allActiveCodelet.iterator();

while(iterCodelet.hasNext() && find==falsel ( Codelet mine = (Codelet)iterCodelet.next();

if(fileAsso.equalsIgnoreCase(mine.getName())) { find=true;

}

ilif ('),',"'l,=t diô not find il he Wl1, d;o,creasp lts lin".s Il,nergies \.'1 l c, ~,r x: c',) l

if(find == false) ( int

sizePure=subtractionStrength.getStrengths() .size();

double value=subtractionStrength.getStrengths() .get(sizePure-l);

subtractionStrength. secondDecreaseStrength (value) ;

public void secondDecreaseStrength(double cognitiveCycle) ( double baseValue = Math.loglO((l - cognitiveCycle) 1

cognitiveCycle) ; double e = Math.loglO(2.17); double bdivtoe = (baseValue / (-2 * e)); double x = bdivtoe - 0.01; double secondStrength = 1 / (1 + Math.pow(2.17, ((x - 5))));

Here, updating processes and saving ail data' s after stopping software, follows learning

methods.

To illustrate learning and forgetting, Figure 4.11 and Table 4.1 show how link strength

evolves between two codelets (Codelet-Info-Event-*, Codelet-Info-Event-Timestamp-*)

called into WM at the same time. Upon their appellation into WM, the current link between

them has a strong value (Strength =0.9984). It means that in the past cognitive cycles, this

pair of codelet has been called several times into WM. As we can see, after their meeting at

the first cycle considered in the illustration, they have not been called into WM for the next

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14 cycles, so they lost some of their association strength with the passage of time. With their

common recall into WM at cycles 16 and 30, their link reinforced, followed with forgetting.

Up After the 30th cycle, they have never been recalled into WM. In fact their relations (links

between them with its energy) decreased constantly.

Lin k strength between code lets

09986

o9984

~ f'--.-..0.9982

.r: ë> ~J ~_ I~ 1 c 0.998 "J ~ ~ '" 09978 _ Link ~

strength.= ~ ...J 09976

~ 0.9974

~ o9972

0.997 "'" 09968

10 20 30 40 50 60 70

cognitive Cycles

Figure 4.11 Strengths between codelets in forgetting scenario

1 2 3 4 5 6 7 8 9 10 11 12

0998401 0.998376 0.998351 0.998273 0.998299 0.998273 0.998246 0.998218 0.998191 0.998162 0.998134 0.998105

13 14 15 16 17 18 19 20 21 22 23 24

0.998075 0.998045 0.998015 0.998299 0.998273 0.998246 0.998218 0.998191 0.998162 0.998134 0.998075 0.998045

25 26 27 28 29 30 31 32 33 34 35 36

0.998015 0.997984 0.997952 0.99792 0.998218 0.998191 0.998162 0.998134 0.998105 0.998075 0.998045 0.998015

Table 4.1 Strength values between Codelet-Info-Event-*, Codelet-Info-Event-Timestamp-*

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Now we discuss about different scenarios that could happen in CTS memory. Figure 4.12

shows learning and forgetting scenarios in CTS' WM. The solid (blue dark) curve (Codelet­

Info-Joint-SY and Codelet-Info-Component-SR) shows how the strength of a link grows if a

pair of codelets is brought back into WM as soon as it leaves it, never being exposed to

"memory loss". The link between codelets is constantly reinforced while they spend time

together in WM. The dashed pink (dark) curve shows a different scenario. Leaming starts and

continues up to the 50th cycle, followed by a short "memory loss" (during a few cycles spent

outside WM), then the two codelets meet again in WM, reinforcing their link for a brief

period. After about 25 cycles outside WM where their association weakens, they see a final

learning episode. You will note that forgetting follows a softer slope than for learning. With

the third, yellow (bright) curve, we can observe a third scenario for the link between two

codelets: it is created, grows initially, then when one codelet disappears from WM and never

comes back, its association eventually vanishes.

Association Strength Between Codelets

1.20E+00

1.00E+00

<:: 0

>

/'-; 8.00E-01 .

0 :;:;

--leaming«

~

/>. 6.00E-01 . • - • ,Learning-Forgetting-Learning '" ................. 1

<Il Learning·Forgetting1 ~ ....................' c ,/~' w , <Il 4.00E-01 <Il

ID"' ,;200E-01 . //

_-:.-",- ..-....~ OOOE+OO ~-= i i i i ~i

0 10 20 30 40 50 60 70 80 90

Cognitive Cycles

Figure 4.12 Learning and forgetting between codelets in CTS

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With this mechanism, CTS uses an unsupervised machine learning strategy that accomplishes

a selectionist adaptation of the agent. This is appropriate, as system does not know ahead of

time which codelet will enter WM and which codelet will eventually form the next coalition.

Computationally speaking, ail information about the new computed strength is saved, to be

used in the next cognitive cycle or when the agent is reactivated for a new session.ln this kind

of Hebbian learning7, agent uses an unsupervised machine learning strategy. As we can

observe above, link values between different codelets changes according to the cognitive

cycles and the time that they passed together in WM. In the first premier steps, the increase

level of learning is started by small amount then after sorne cognitive cycles incremented

faster with bigger amount.

7 See http://en.wikipedia.org/wiki/Hebbian_learning

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4.10 Procedural learning in CTS

There are two ways for procedural learning; the first one is creating new behaviour nodes.

After a scheme is chose (because, among other rules, its context for execution becomes true),

an action is executed which then spawns an expectation codelet to bring to consciousness the

result of the executed action. In the next step, the agent decides to create a new procedural

node according to the novelty of task or reinforce the existing link activation degree if current

task already exist (D'Mello, S. K., et al.,2006).

The other procedural learning in crs is the implicit procedural learning. Each rime astate

(pre-conditions showed as triangular in Figur 4.13) becomes true, CTS learning mechanism

make a copy of executed codelets (Figure 4.13., the small blue circles in the rectangular

shows codelets). In this method, the links value of each node (nodes showed as the

rectangular in the Figure 4.13) executed in the behavior network with its subsequence node

will get reinforced. In the future executions, each time the same two codelets get fire by

behavior network, links between nodes will get reinforced .The traces of the executed nodes

will be saved as the learned paths.

~"'~2e:"o;. ttdrCf(Ol':"" 3 ou~(wb!..."t: ~~~nesJW(

/\

Figure 4.13 Part of CTS' behavior network concerned with offering support.

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4.11 Implicit procedurallearning in CTS

D'Mello (D'Mello, S. K., et al., 2006) proposed some procedural learning in LIDA

that adds new nodes in its schema net. Here we mainly propose complementary procedural

learning mechanisms that effect implicit procedural learning, "implicit" having two possible

meanings here: that the learning happens unconsciously, and that the representation takes a

sub-symbolic form (which cannot be used in conceptual manipulations). The resulting benefit

of this learning on the implicit structures is faster operations (but not the achievement of

automatic actions that are set-off and executed unconsciously). In human beings, executing a

specific task with multiple steps requires to concentrate on the execution of each step

individually, until we may become so familiar with the procedure that we can do it almost

automatically. In such cases, we accelerate, even automatize the execution and eventually

combine steps to reach the final goal more rapidly. We may also have accelerated the

decision process that Jeads to the selection and triggering of an act.

To achieve this, we propose two different kinds of learning in CTS' Behavior Network.

We also propose an explicit, high-level learning in the BN that aims at lowering

consciousness and attention mechanism involvement, in accordance to a natural phenomenon

recently revealed. Transiting know-how to unconscious operations does not just achieve

speed gains, but also incurs reduced brain activity, a boon for energy conservation.

Before examining the learning processes, we need to present a few more notions about

CTS' architecture. The BN is a high-Ievel procedural memory, a network of partial plans that

analyses the context to decide whot ta do, which behavior to set off. This structure is linked

to the latent knowledge of how to do things in the form of inactive code lets. In fact, External

stimuli are interpreted by CTS' perceptual mechanism and written into WM, where it may

then be chosen by the attention mechanism to be presented to consciousness. That broadcast

information may either assert preconditions for the initiation of a behavior in BN. Or it may

cause reaction by another part of the system, which then creates the necessary preconditions

for firing a behavior. When a behavior is chosen, it activates the codelets that implement it.

Each behavior node, just as a codelets, has a base-Ievel activation, which can increase

or decrease. Until it is selected for execution, a behavior node accumulates energy from the

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various sources in the BN (feelings, state nodes, other nodes) but they are at the same time

submitted to a constant loss of activation. Links between the nodes are concerned with energy

too: they learn that way, and they weaken when not used (when the nodes they link are not

selected for execution. This mimics human beings: if we do not repeat a task for a whi1e, we

wililose sorne of our ability, forgetting with the passage of time.

We now come to the description of our implicit proceduralleaming mechanisms.

4.12 First-Level Learning: Learning Through Experience.

In the first level of implicit learning in the BN, two types of reinforcement learning take

place: in the links and by the elevation of behavior nodes' base-Ievel activation (Faghihi,U., et

al.,2007). In the first type, links are reinforced between behaviors that execute in sequence

(Figure 4.14.a). This reinforcement makes the BN more goal-driven, more sensitive to the

energy coming from the feelings (top-leveJ motivators in the BN) by aIJowing their top-down

a) Learning by b) Learning by reinlorcing links reinlorclng base

levelactivation 01 b e h a v 10 r n 0 des

Figure 4.14 Two modes of implicit proceduraJ reinforcement Jearning for CTS.

stimulation to be amplified when the energy circulates backward in the planning phase

(towards the "Ieafs" of the streams). It results in a faster planning and an increased probability

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these nodes will be selected for execution next time by being the first ones reaching the

activation threshold. The base-level activation in the links is computed with a sigmoid

function, the same as for learning of regularities in WM. As a concrete example, if crs often

detects the need for support about planning the path for the payJoad (refer to Figure 4.15), the

sequence concerned with this will fire faster and feel more responsive.

A second type of "first-level" learning happens by the elevation of the base-level

activation of an act node in the BN (Figure 4.14.b) by the intervention of expectation

codelets. Each action in the BN that is selected for execution reJeases at least one expectation

codelet (our implementation of ideas from Cleeremans, A., et al, 1998) that monitors the

result of the act. If the result corresponds to the expectation, it is not brought to consciousness

(Cleeremans, A., et al, 1998) and (Baars, B. J., 1997).The expectation codelet "si/ently" (not

going throllgh the conscious broadcasts) sends energy that reinforces the base-Ievel activation

of its node. However, if the result did not meet expectations, then inhibition is sent that

diminishes the node's base-level energy; the expectation codelet also tries to have the

negative result brought to consciousness - these negative results may eventually produce a

suspension-codelet (sorne active codelets ,for suspending current task)or induce activation of

a repair sequence in the BN. That sort of learning would make the BN more sensitive to the

context, more reacti ve because an act that had success in the past possesses a higher base­

level activation and is more likely to be selected for execution on reoccllrrence of the same

context. When this act receives contextual energy (both bottom-up energy coming from an

external stimulus and top-down energy coming fromfeelings), its (base-level) pre-activation

adds to the energy received; the node will already be more excited than others and has higher

probabilities to be selected by the BN Manager.

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1.2

r-------------------------------------,

Association Strt~nght Between Cmlelets

11 ....... Lcorning

.r:. 0.8tD c : -- le.arnille;-Forgettillg­~ '- O.G -ii'-- ­..... LeorningV>

V> -'" 0.4 c - Learning-Forgetting

:.:i U.2

o TTrr

1 4 7 10131619222528313437404346

Cognitive Cycles

Figure 4.15 Learning and forgetting between behavior nodes in CTS Behavior Network

4.12.1 Second-Level Learning: Partial Automatization.

In human beings, sorne high-Ievel decisional processes such as decisional selective attention

and decisional integration become more efficient with learning (Maddox, W. T., 2002). We

have implemented this general idea with a second-level of implicit, Ieal'ning in SN: partial

automatization. Here, not only are links made stronger, but the SN behaves in a different way

so that fewer cycles through the access "consciousness" are required to complete a task.

When the threshold is reached in the link between two act nodes, then the state node between

them modifies its behavioral response. It will, from now on, automatically get activated by

simply hearing the "consciousness"' publication declaring the activation (this happen when

nodes preconditions became true) of the behavior it follows, instead of having to wait to hear

the expected result of that behavior. This learning is applicable where an operation is broken

down in small steps (often for the benefit of the SN designer or those who need to read it

later on). It also applies to intermediary states with no meaning that exist only to satisfy the

BN design constraints.

When comparing Figure 4.12 and Figure 4.15, one can conclude that in crs, procedural learning needs less cognitive cycles than perceptual learning. In the same

scenario, perceptual learning needs 85 cognitive cycles for sigmoid function saturation,

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whereas in procedural learning, nodes need only 45 cognitive cycles (black dashed curve) ta

see their sigmoid function saturate.

4.12.2 Third-Level implicit procedural Learning: Lowering Further Consciousness

Involvement (under design).

To execute a new (not automatized) task, the brain takes into service a lot of neurons which

help by processing the various aspects. After the progressive, iterative learning of the task, it

seems that only neUf"OnS that realize a direct mapping between the stimulus and the response

remain involved (Gilbert, C. D., et al., 2001). When we learn to do something (for example,

swimmjng), in our first attempts, we need to think and respect each step, the way of moving

legs, hands, etc. But after a while, we do ail of the movements without thinking, without

bringing each step into consciousness, bypassing unnecessary explicit processing.

This third-level of implicit learning for CTS (still in the design and development

process), offers the possibility for the fusion of extra steps, which will implement the

complete idea of efficiency: the system will keeps alive only codelets that are of absolute

relevance with the tasks at hand (Gilbert, C. D., et al., 2001). Before learning, the agent needs

to execute every step of a procedure consciously. After some reuse of the procedure, there is

the possibility for fusion of behaviors (for example fusing Act1 and Act2 in Figure 4.14)"

Thus after a while, the agent is capable of executing a task "without thinking", thanks to the

creation of a new behavior that synthesizes those it replaces. This learning in CTS is possible

by creating an appropriate collaboration among Domain Model (DM), Leal"ner Model (LM)

and the learning mechanism. However, at this time DM and LM have not impJemented

completely in CTS. Therefore we cannot experiment this in a concrete manner. As a tutor,

CTS can leam a procedure and then decide how to fuse certain acts. This, has nol been

implemented yet, and could constitute the work of a complete doctoral thesis.

4.12.3 Implicit procedurallearning in CTS implementation phase

For implicit procedural learning implementation, as we mentioned above. Learning

Mechanisms try to detect all preconditions which will fire a behaviour in the behaviour net.

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Or it may generate reaction by another part of the system, which then creates the necessary

preconditions for firing a behaviour. The same way as perceptual learning, when Software

executed, LM try to bring back ail previously activated stated (Iearned) with their relative

codelets which saved in ("C:\\LearningStateParameter.txt") file. Then it makes a temporary

copy file for updates and any comparison with actual states and their relative codelets in the

Scene. Each node has at least one precondition, sorne direct links with other codelets and

links between code lets have Strengths (the same as perceptual learning mechanism).

public class LearningStateFields

private State StateName; private String StateAssociatedCodelet; private double strength;

public LearningStateFields(State sa, String codelet, double strength) (

this.StateName = sa; this.StateAssociatedCodelet codelet; this.strength = strength; strengths.add(strength) ; times.add(System.currentTimeMillis()) ;

Next codes, task is loading up ail previously learned states with their relative codelets into

WM.

for(Iterator iter = broadcast.iterator() ;iter.hasNext();) ( Codelet t = (Codelet)iter.next();

System.out.println(""+t.getName()) ; }

Subsequently, sorne codelets observing the Scene tries to register happening events which

could be capturing active states (Pre-conditions), their linked codelets and the code lets links

with other codelets. Links between codelets follows perceptual strategy that a link may obtain

strength (if it is new in the Scene) or its current strength with others increase/decrease

according the time it passes with others in WM.

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Il LearningStateFields oldStateValue=LearningStateParameterSaving.getInstance() .addNewSta teLearningStrength(sa);

IINew getTriggeringCodelet sl=sa.getName()+". "+sa.getTriggeringCodelet();

IINew State System.out.printlnl"Add State"+ sa.connections(ConnectionType.ADDITION_CONNECTION .number()l);

Now the same as perceptual learning, if codelet is new then we create a list of

connections with others active in procedural network. Called code lets into WM will receive

more energy for their links, and if they leave WM then, their links with other might lose

energy. Loosing energies in the links follows the same scenario as perceptual learning

(sigmoid function):

double value=oldState.getStrengths() .getlchainSize-l); if(value != 0) {

Il decreaseStateStrength oldState. iiecreaseStateStrengtl} (value) ;

And at the end of software execution, ail data rnight be saved:

LearningStateParameterSaving. getInstance () . saveToFile ("C: \ \LearningS tateParameter.txt");

4.13 Causal Learning (Underway)

Laura Schulz (Schulz, L. E., and Sommerville, J., 2006) described causal knowledge

as crucial and mysterious. Knowing causes, we can change the outcome of situations, which

may be crucial. But we have to find relations between events, how they affect outcome; these

relations must be inferred. Making inferences can be educated, but the result is never certain;

it depends on previous knowledge, available mental tools (or algorithms), and how weil these

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are mastered. It may also depend on the ability to interpret what is perceived. If a group of

people see something as a plastic chunk, but others see the same thing as a pen, what's the

difference between the first group and the second one? In the first group, people acquire just

input/output knowledge without any interpretation. In ua knowledge, for each input, system

allocates an output. In comparison, for the second group, interpretation plays an important

role. Interpretation helps to distinguish subjects or events better than simple ua processing.

Reconstruction of knowledge8 helps humans to reconstruct the system with its events

details in case of doubt. In reality ua method seems ideal For most application (Lebiere, c., et al., 1998) even in complex systems. ACT-R uses a computational model to acquire

knowledge. It uses sub-symbolic form of "structural knowledge" to produce interpreted data

for systems events and "states". However by adding causal interpretation, subjects learned

"structural knowledge" aspects with appropriate associations between system events which

called implicit learning by author (Wolfgang, S., 2002). In other word, structural

knowledge's are useful when no relevant information Find about reconstruction of states in

the memory (of the system). Though, to gain high performance, using structural knowledge

mechanism is crucial. ACT-R system is useful for causal judgment tasks, but il is unable to

recognize and interprets interaction between explicit and implicit knowledge for irrelevant

stimuli about a new task. When we need to recognize something il' s easier to work with ua knowledge. For decision tasks, however, structural knowledge is preferable. Wolfgang (in

Wolfgang, S., 2002) showed that when an agent forms its knowledge by adding "Structural

knowledge" information, then this information is useful in interpretation steps and the same

when human require constructing a choice according presented causes.

Causal Learning did not implemented in CTS. However, accordingly we plan to

implement a similar leal'ning method in the future in our cognitive agent. In Learning of

Environmental Regularities, we added strength to the link between two codelets. As we

mentioned before, that link may allow the formation of a future coalition if it crosses a

strength threshold. Thus, creating new links between codelets and stabilizing those

associations that correspond to Frequent occurrences accomplish the detection of ua knowledge. In fact, CTS perceives its environment and in reasoning phase, search through

HSrnlctulal knowledge (Wikipeclia): abOlit how concepts ale inlerrelated. can neilhel be fOlmally stated nOI automalically plocessed

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the saved causes related to the CUITent event happening now. As an example, when CTS',

gives lessons to the astronauts, if astronaut is novice and forget a crucial step (camera

adjustment), CTS' has to interrupt astronaut by (giving advice, making trouble for him/here,

etc). Ali of this information will save as an Acyclic directed graphs (A Bayesian network9

which is Ha calculus for rational belief assignment") for next utilization; our agent might

detect, understand and remember such a similar situation with their causes. Griffiths

(Griffiths, T.L., et al., 2004), showed some examples of causal learning using the Baysien

approach to make the next decision faster without using the same resources and processes or

use these sort of causes to make unseen situation (Reasoning). Each time system approves a

cause (Figure 4.16), links value between codelets related to the current event will receive

more energy and learning mechanism will assign to the current event one (or some) proved

causal Codelets automatically. Proved cause is saved into a Causal Memory (which is in

relation with Conceptual memory) when the access consciousness broadcasts the information.

Thus, during a task execution, when situation is examined, a mechanism reviews the Causal

Memory to flnd similar situations that happened before. If found, such events already

happened, then associated Codelets will receive more energy. New energy will update into

the Causal Memory. If system cannot find the same or similar events (that happened before)

new event with its associated causes (Codelets) will be created in the Causal Memory.

A causal Bayesian nelwork(Wikipedia) is a Bayesian nelwork where the (lireCled arcs of lhe graph are inlerpreted as

represenling causal relalions in sorne real dornain. The direcled arcs do nol have to be inlerpreled as represenling causal

relalions; however in praclice knowledge aboul causal relations is very oflen used as a guide in drawing Bayesian nelwork

graphs. thus resulting in causal Bayesian nelworks.

9

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cid: Causal Leaming

Le.mer Model

Proved Cause & Event

Figure 4.16, CTS Causal Leaming Mechanism

In this way, the causal interpretation for each link in causal memory appears into a coalition.

In addition, coalitions with proved causes gain more precise knowledge and additional energy

than others for consciousness broadcasting phase in CTS, which helps different modules

answer correctly to the broadcasted information. We propose a combination of observation

and intervention to learn causal interpretation in which, it conduct us to causal learning.

System can estimate the probability of each links between two codelets, to insist in the next

coalition by Baysian lO net formalism.

10 Wikipedia:A causal Bayesian network is a Bayesian nelwork where the direcled arcs of the graph are interpreled as represenling causal relations in sorne real domain. The direcled arcs do nol have to be inlerpreled as representing causal

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For example:

Codelet-Info-Collision-* in WM caused presence of

Codelet-Info-Station-Element-S1PlTrussRightOl

Codelet-Info-Distance-*

Codelet-Info-Joint-WE

It means Collision, appear when a joint (Codelet-Info-Joint-WE) approach's to one

of the 551 elements in the space. The cause cou Id be astronaut distraction, fatigue or etc,

which current causes might be coded as a part of coalition to be used in next or similar event.

relations: however in praclice knowledge about causal relations is very ohen used as a guide in drawing Bayesian nelwork graphs. thus resulting in causal Bayesian nelworks.

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5.1

CHAPTER V

COMPARISON WITH OTHER WORKS

In this chapter. we will compare our architecture with three other works focusing on

their learning dimensions. It consists of a comparison with Franklin architecture, which we

raise and justify the modifications (for learning mechanism). Then, we compare three popular

architectures as BOl Agents (a general architecture of agent), CLARION (a cognitive agent),

ACT-R (aspire to be general computational models of cognition)

Comparison with LIDA architecture

l organized a brief comparison between LIDA and CTS learning aspects in table 5.1.

LIDA (Franklin, 2006) CTS(2006)

Perceptual Learning(Explicit) ---------------

Episodic Learning -------------­

Attention Learning Learning of Environmental Regularities (lmplicitlExplicit)

Procedural Learning(Explicit) Procedural Learning(lmplicitlExplicit)

Meta-Cognition Learning(fusion of actions)

[Underway]

Emotional Learning [Underway]

Table 5.1, Companson between LIDA and CTS.

1- The first difference between CTS and LIDA is that we actuall y have no perceptual or

episodic learning in our agent. As ail entities that produce events (danger, motion, menu,

etc) in virtual world are predefined in CTS, which was not a priority in building our

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prototype. CTS' perception functionality is different from LIDA's. LIDA use a Slipnet

mechanism to understand and gi ve the premier meaning to the received information. In

comparison, CTS uses a simpler semantic network.

Presently our group is working on various memory aspects (cllrrently excilisively based

on the "Sparse Distributed Memory" algorithm, as in LIDA) to give episodic learning

capability to the agent.

2- We propose unconscious learning for the learning of environmental reglilarities (based

on Jackson's theory and on real experimentations with humans by psychologists); LIDA

uses just consciousness for learning (based on Baars Global Workspace theory). In fact,

we propose paralJel tasks accomplishment by CTS and at the same time different type of

learning. We implemented a way that when agent executes a special task, at the same

time, it can receive information from its virtual world, and learn in parallel (Faghihi,U.,

et al .,2007).

3- Implicit procedural learning,

3-a) our method to accomplish automatization of routine processes is different. Franklin

proposed a way to automatize the execution of behaviour streams (Franklin, S., 2005).

Although it is founded on Jackson's ideas, it relies on the intervention of attention

code lets that progressively fade out of the repeating process. We implement the

automatization of streams around the same idea of repetition of usage, but in the higher­

Ievel structure, the BN. Links are reinforced between behaviour nodes instead then

between codelets. Our approach remains somewhat further to the biological model but is

able to reproduce the phenomenon of faster reactions with practice. In our manner of

doing, the BN becomes then more goal-driven, more sensitive to the energy coming from

the feelings. Then agent executes and achieves its goal faster. By this notion, CTS is

more adaptable to the changes in its environment.

3-b) Implicit bias towards successful behaviours

LIDA as weil as CTS reinforce their successful behaviours. In LIDA, it happens through

it mechanism that learns new schemes or reinforces an existing one's base-level

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activation (D'Mello, S. K., et al., 2006). They describe the role of expectation codelets in

this mechanism. CTS also use expectation codelets for the same goal, but in a way that

differs on two accounts. First, whereas LillA sees its expectation code lets try to bring

back to consciousness the resliit of the action, experimentations of Curran and Keele

(Curran, T., Keele, and S.W., 1993) proved that in procedural tasks, hllman beings

execute the task and learn at the same time without necessarily bringing the result of each

action into consciousness. Action results are brought back into consciousness when they

are wrong, except if voluntary attention is devoted to awaiting the result. Of course, the

second difference is that reinforcement of successful behaviours happens thanks to

conscious broadcasts. In CTS, reinforcement is accomplished "sUently", at the

unconscious level, not making use of conscious broadcasts.

3-c) The brain in human beings, to accomplish a procedural task, allocates sorne related

and unrelated neurons. After the few first executions, the brain activity will decrease. It

means that just related neurons for accomplishing the task will remain active, thus crs might accomplishes the task and learn them without using the same (quantity of)

resources that were allocated in the first executions.

5.2 Comparison with BD! architecture

The information about the environ ment in the BD! architecture is described as beliefs.

Desires indicate the set of current goals that agent wants to attain; desires are reciprocally

exclusive. One of the intentions is selected to become the active desire. There is a library of

plans defined in BD! mode!. Any change in the environ ment will be reflected as events.

Event-queue saves the order of events that happened during the implementation of plans in

the agent.

In CTS, information (represented by information codelets) on the Scene and active States are

our representation of the world. Thus, they correspond to the agent's beliefs. The Feelings and

Desires (with our meaning of the word) nodes of the procedural network are similar to the

initial intentions (with our meaning of the word) of CTS, and they guide the choice of other

"sub-"intentions. Feeling and Desire nodes, because they are not used to satisfy another

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5.3

intention, are top-goals in themselves, but until an action is selected in the BN and fires (thus

becoming an intention (BD! meaning)), they remain in the l'ole of "desires" (BD! meaning).

The behaviour nodes in the Behavior Network may consecutively take the role of BD! desires

and BD! intentions.

Being a cognitive architecture that implements a richer version of BD!, CTS architecture is

better adapted to an intelligent tutorial system than the plain BD! mode!. Perception may

make only fast recognition of the situation, it detecting whether there exists a collision or any

other pressing danger. That may trigger an alarm reaction that bypasses ail the deliberative

processes. Later on, the danger will be broadcasted in theatre with information codelets

bringing more information on the scene.

As soon as this information is broadcasted, the agent will continue to interpret the situation

by revision of its memories ("If this problem happened before'?"), different modules which

detect broadcasted information will answer. Next time, if agent perceives the same or a

similar situation, the same code lets will be invoked, and transfer to consciousness.

Consequently, the answer will happen faster than in previous invocations. CTS', learns step

by step with reinforcement that come from environment. Furthermore, CTS can internally

revise ail of its actions and can modify them if needed (when we implement the necessary

behaviour streams in theBN). CTS is capable to distinguish priorities of goals set by its

various parts (Learner and Domain models, among others) and select the most important,

urgent, and relevant event.

Comparison with ACT-R

ACT-R (1990) architecture implements human cognition mode!. ACT-R performances are

frequently compared with that human beings reaction to check if the architecture produces

similar results (Anderson, 1. R., and Lebiere, c., 2003).

ACT-R is the best-validated simulation of human beings cognition theory (ACT-R; e.g.,

Anderson, 1. R., and Lebiere, C., 1998). ACT-R uses a modular architecture which consists

of a central pan with a set of buffers that permit indirect communication between different

modules in the system.

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ACT-R consists of different modules (Figure 5.1) such as a perceptual ("visual") module for

recognizing the objects, a goal module who' s task is current goal and intention pursuing,

declarative memory module for recovering information from the memory and procedural

module for controlling agent's movements (or actions, in generaJ). In this architecture,

modules cannot communicate directly: any communication must pass through "central

production system". Each buffer contains one declarative piece of facts, called a "chunk".

Such a "chunk" consists ofa name and labelled links towards others "chunks", this forming a

"semantic network". The inference module modifies the content of buffers followiog a set of

rules called "productions".

Each production rule is composed of conditions (which indicate to which configuration, or

content, of the buffers it is applicable) and actions (indicates how it modifies the buffers).

ACT-R uses the production rules to solve procedural problems (for example a mathematical

subtraction). These rules are specific to the application, but ACT-R provides meta-ru les ta

choose and execute a particular rule, because in each cycle there is only one rule that can be

carried out by the system. Cognitive cycles in ACT-R start by finding a pattern for external or

internai image of the world which corresponds to the buffers; then a production rule is

triggered, and then buffers will be updated for the next cognitive cycle. This complete cycle

Iength is estimated at about SOms; in LIDA the same cycle is granted about 200ms.

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Exterllal World

Figure 5.1, ACT-R 5.0 Architecture

Learning in ACT-R is possible for both of chunks and production rules at the symbolic and

Sub-symbolic level ("knowledge structure"). Implicit learning in ACT-R is possible by a

particular declarative chunk that can be fetched and examined and explicit Jearning could be

the results of learning goals .The chunk resulted from a goal (the solution), will gain its base­

Level energy and store into declarative memory. Next time, when system called the same task,

the result according to the preYiously stored activation of chunk will be recovered from

declarative memory instead of recalculating it again.

A· B· + ~W· S,· 1 1 LJ J JI

J

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In this formula, Bi is the base-level activation of the chunk i, Wj shows the sum of noticed

weighting for each components j which currently detected by the attentional part of the

system, and Sji depicts the strength of association from each component j.

Sometimes a goal could be achieved through a complex process, and then a "dependency

goal" will create by the system to understand and save how the problem solved. Next time

when the same or similar goal happens, the "Production ruie" is accessible to solve the

problem in a single step.

Sub-symbolic Learning, happen, when system uses production rules to attain a goal (useful

experiences). The target here is making existing symbolic knowledge more available. The

chunk which is often used, become more active. Production parameters will be updated by

experience (it could increase/decrease the probability of happening such a production in the

future). Each time a chunk called its base-Ievel will increases and the strength of association

between the current sources and the chunk is also increased.

As a brief comparison between ACT-R and LillA, ACT-R does not focus on consciousness

as much as LillA. ACT-R is not equipped with an episodic memory. Learning in LillA

happens after information is broadcasted by Consciousness. It means agent learn when

attention mechanism bring appropriate information to the consciousness. In fact, LillA learn

explicitly, but, ACT-R learn both implicit and explicitly.

Meta-cognition was not addressed in ACT-R.

ACT-R symbolic and sub-symbolic incorporation is similar to LillA. However, ACT­

R symbolic level is focused on production rules and chunks, whereas the sub-symbolic level

is made of various parallel processes modeled by a collection of equations. One of ACT-R

limits is its difficulty concerning development and implementation by new users.

Development phases in ACT-R, need raising a complicated model of the cognitive task.

ACT-R did not address the social impact of the software and is not a "generative" theory.

ACT-R is unable to explain the ascending learning of explicit knowledge and the interaction

between expl icit and implicit knowledge. In ACT-R, the rules for ail situations must be

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5.4

specified in advance. ACT-R did not answer that in implicit learning what type of knowledge

could be learned?

Remaining questions about ACT-R architecture are:

1. In ACT-R ,"In the symbolic knowledge representation , maybe it is more

acceptable to use symbol grounding or symbol tethering to create a better

representation of the world (physic and social)" .

2. Another question about ACT-R architecture is: "How could we model

language grammars that construct from rules, sub-rules, exceptions with a

clear distinction and justification between different categories".

3. "The most important part of expertise in human being is intuitive, immediate

and unconscious, then is it truthful, valid, to produce human cognitive

processes as a production system, which are explicit and precise?". Production

rules are simply the expressive units and not more.

4. Human cognition operates on a complex social environment and is situated in

the real world. Creation of cognition needs social interactions, cultural

background, common language, and etc. ACT-R did not address these

important issues in its architecture.

Comparison with CLARlüN

CLARlüN (Connectionist Learning with Adoptive Rule Induction ON-line) (Ron Sun, et al.

1998,2001, 2005), is aimed at obtaining various cognitive processes within a single cognitive

architecture. Il is a cognitive modules-based agent. Il investigate interactions between

different parts with respect to procedural and declarative knowledge) of an agent by

integrating connectionist, reinforcement, and symbolic Jearning methods to obtain several

learning abilities, such as "bottom-up learning ll", "trial-and-error learning", "top-down

Il Bottom-up learning: Learning mal goes From implicit lo explicil knowledge (Ron Sun et al, 2004).

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learning", using "cognition-motivation" when the agent interacts with its environment

("meta-cognitive interactions"). Ron Sun proposed a middle level between

"phenomenologyl2" and "physiology/neurobiology" for encapsulating basic characteristics of

consciousness.

The most important challenge in the CLARION architecture is interactions between implicit

and explicit knowledge that an agent acquire from its environment. To represent both implicit

and explicit knowledge, the architecture uses two separate parts. In fact, different

abilities/expertise (procedural knowledge) can be obtained by a back-propagation l3 network.

However, the implicit characteristics of proceduraJ abilities/expertise, features of such

abilities/expertise are not accessible to consciousness (Anderson, J. R., 1983; Reber, A. S.,

1989). In this architecture, explicit (declarative) knowledge is achieved through a symbolic

representation by computational features of the system. Such information is more accessible

to consciousness. Ron Sun proposed a distributed system with sub-systems that ail separate

implicit knowledge from explicit knowledge. Bach sub-system has two levels; top level

encodes explicit knowledge and the bottom level encodes implicit knowledge.

In figure 5.2, ACS (the "action-centered sub-system") controls internai and external actions.

NACS ("non-action-centered subsystem") role is to support explicit and implicit knowledge

about the world, in which performs as a motivator and gives correspondent feedback to

different part of the system (perception, action, cognition, etc). MS is the motivational

subsystem for feedback proposes. MCS ("meta-cognitive subsystem") observes ACS and ail

the other sub-systems of the agent, their activities and operations in order to change them

when needed (for example, when new feedback is received). CLARION is equipped with a

procedural memory, a declarative memory and an episodic memory.

In the other word, in this architecture top level encodes explicit declarative knowledge;

bottom level encodes implicit procedural knowledge.

12 Phenomenology(answers.com): A philosophy or met/wd ojïnquiry based on Ihe premise Illai reality comisls a] abjects and events as I/leY are perceived or underslood i," human rOIlSl'iousness and '101 ofanyllting independefll a]hwnan cOlISciou,mess.

13 Buck-propagation (Wikipedia) :A ('()lIllllon melhod a] training a neuralnel in whirh Ihe inilial syslem OU/PUI is' col1lpared la Ihe desired oUlput. and Ihe system is adjusled umil the difference beMeen the Mo is minimized.

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NACSAC'S 1

~ Rçlion-celltere<i IlOIl-,h; tiOI1-cenl en~ct

expli(;it repre~ellwlioll t:xplicit reprè~~nrnfioll 1

l r l ~

~

\

J T

-(Iclion-cellttl'ed illlplicit llOll-actioll-celltered ~

- r~preSèl)t~ntion illlplicil represenlnlion

?-­

!\ , .'

1

"{

reinforcemeUI '-----Hg.oal slnlCOIre

~J gord ~eltill~ r- ­

~ filtering

dri\'es ~dèction

~ - regnlation

1"IS f'vlCS

Figure 5.2, CLARIONarchitecture (Anderson 2004)

In this architecture, cognition performs as a bridge between the needs and motivations of

agent with its environments. The model and its leaming processes enable an autonomous

learning mechanism. Learning is accomplished by the integration of reinforcement learning

and rule induction, so that the resulting process is included automatically in the structure.

Implicit learning ("bottom-up") happens at the bottom level with supervised learning ("back­

propagation network") by adjusting input/output parameters.

Explicit learning happens by turning acquired knowledge from implicit knowledge into

symbolic representations. In fact, explicit knowledge is an extraction and refinement of

information that was captured from interaction with environment (implicit knowledge).

Conversely, explicit knowledge will be integrated into the bottom level after it becomes

stable.

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The agent explores its environment and tries to acquire information or modify it (for

example, hypothesis testing without the help of bottom level). The action selection

mechanism in CLARION is formed by different top/bottom levels. There exist input and

output for both levels. Astate entered from the environment into the system will be analysed

at first, and then an appropria te action will be alJocated, according to the considered goal.

The feedback will be leamed and saved for future uses. In fact, the feedback cou Id be

translated into "rules" and "chunk". Each action took by the bottom level will produce anode

with some related rules in the top level after extraction of explicit rule and then it will refined

by future interactions with external world. Some existing node in the bottom level may be

relevant to the condition of rules that linked to a sole node at the top level which could

indicate condition recognized as a chunk node. Another important characteristic which may

be used for social behaviours is motivational aspects. Without it, the agent is purposeless.

With this mechanism, the agent is capable of creating automatically proper feedback from

environment without extra coding or receiving feedback from its environment.

A comparison between CLARION and Baars' model shows that CLARION takes into

account the integration of inputs from sensory or devices, global reliability, and integrity of

consciousness. As explained in Baars' (1988) model, a large number of Codelets accomplish

unconscious processing, and the global workspace synchronizes and manages their activities

through a broadcasting overall the system. This model carries some similarity to CLARrON.

Unconscious Codelets could be considered as the bottom-level of CLARION; and global

workspace cou Id be considered as its top-level which "synthesizes" bottom-level modules.

CLARION does not work as much as Baars to internai uniformeness and its architecture has

partial functionality in the emersion of consciousness (Marcel, A., 1983).

Global broadcasting in Baars' model cou Id be considered as the incorporation between top

and bottom level representation, scattered within multiple modules in CLARrON that will

conduct to the unity of consciousness. However, various learning mechanisms (episodic,

attention, emotional) have not addressed directly by CLARrON. At the theoretical level,

CLARrON uses a supervised connectionist network for the procedural module (implicit), that

is, rests on feedbacks to accomplish its bottom-Ievel learning, whereas experiments with

human beings relating to implicit learning usually do not provide feedback to the subjects

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(Cleeremans, A, 1997; Cleeremans, A., et al., 1998; Curran, T., Keele, S.W., 1993). Maybe,

it is better to use non-supenJised connectionist sub-symbolic networks for procedural modules

(Hélie, S., 2007). CLARION uses distributed representations to represent implicit knowledge,

whereas these latter should be characterized by sub-symbolic mechanism.

5.5 Comparison between different architectures

At this point, we compare our architecture with three popular architectures explained

brief! y in this chapter.

LillA ACT-R CLARION CTS(2006)

(Franklin, 2006)

Perceptual Explicit Learning Explicit Learning Learning of Environmental Learning(Explicit)

Regularities (lmplicitlExplicit)

Episodic Learning Implicit Implicit Procedural Learning

Learning Learning (Implicit)

Attention ---_.._-------- Meta-Cognition Learning Learning --------.-.----

Procedural ----._--------- --------------­--------.------

Learning

--------------- --------------- --------------- Emotional Learning

[Underway]

Table 5.2, Compal'lson between L1DA, ACT-R. CLARION and CTS

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CHAPITRE VI

CONCLUSION

The CTS architecture is the product of an on-going research of the GDAC group

(Research laboratory for knowledge management, dissemination and acquisition) at UQAM

(Université du Québec à Montréal). CTS is a complex software agent.

The cognitively-oriented software agents explained in this survey are helping us

comprehend the notions underlying learning of environmental regularities and procedural

leaming. The learning of environmental regularities in CTS is inspired from Jackson's

extension te Selfridge's Pandemonium theory. Our implementations are inspired by both

selectionist and instructionalist approaches. They respect what is generally accepted

knowledge about psychological and biological mechanisms (parts of Baars' neuro­

psychological theory, Cleeremans' research). The equations that drive learning in CTS are

based on weil established studies (Hebbian learning and forgetting curve). Furthermore, they

happen concurrently in our agent. We believe that if we want to attain humanly levels of

performance in general intelligence, it is important that we stay close to neuropsychological

studies, even is by iteratively reaching that goal in successive efforts.

We offered two kinds of incremental learning mechanisms that place the basis for a

cognitive architecture capable of human-like learning at theoreticaJ, design and

computational levels. In fact, leaming in CTS could be summarized as a combination of low­

level (continuous) learning with high-level ("symbolic") learning of entities relationships.

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These learning mechanisms will al10w CTS to better adapt to its environment and

perform its tasks more swiftly. By integrating emotionaJ learning in crs, we expect that new

knowledge easily join together with the old one. Ergo, parallel tasks accomplishment and

learning might happen faster, should become easier for crs, and make the agent more

reliable.

We think that CTS' model could be helpful as an instrument to sustain cognitive

scientists and neuroscientists in their research by producing testable hypotheses which can be

analyzed to either confirm or deny sorne human cognition theories. We have shown a

combination of continuous (implicit) and symbolic (explicit) models as a powerful paradigm

which will open up many further avenues of research over the coming years. crs' architecture is partially implemented but already sustains a working model of cognition, as

fundamentally based on Franklin's LillA architecture. We intend to run experimentations to

evaluate improvements expected to crs behavior during astronauts' training sessions. We

expect faster reaction times to help them not create dangerous situations (collision, etc.)

Testing and proving aIl of the proposed models, ail their parameters, against cognition

theories and experimental results are impossible within the timeframe of my master research.

Since our application is a tutoring agent, performance should be evaluated on the basis of

improvement of the tutorial actions coming From the learning mechanisms put in place.

However, the tutoring capabiJities are still very limited in our prototype and cannot show so

weil the potential of these Iearning mechanisms. In the pursuit of CTS project, our team plan

to develop other important Jearning mechanisms: emotional learning, meta-cognitive

learning, episodic learning, attention learning. Sorne of them are already underway for LIDA,

but since our implementation differs, we cannot reuse their efforts directly. We will have to

keep a parallel research and development effort, sharing only at the conceptual level.

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